Commit 319e7fb2 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

ddraw/tests: Add more d3d7 lighting tests.

parent 589f1072
...@@ -3398,6 +3398,230 @@ static void test_draw_strided(void) ...@@ -3398,6 +3398,230 @@ static void test_draw_strided(void)
DestroyWindow(window); DestroyWindow(window);
} }
static void test_lighting(void)
{
static D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
},
mat_singular =
{
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.5f, 1.0f,
},
mat_transf =
{
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
10.f, 10.0f, 10.0f, 1.0f,
},
mat_nonaffine =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, -1.0f,
10.f, 10.0f, 10.0f, 0.0f,
};
static struct
{
struct vec3 position;
DWORD diffuse;
}
unlitquad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xffff0000},
{{-1.0f, 0.0f, 0.1f}, 0xffff0000},
{{ 0.0f, 0.0f, 0.1f}, 0xffff0000},
{{ 0.0f, -1.0f, 0.1f}, 0xffff0000},
},
litquad[] =
{
{{-1.0f, 0.0f, 0.1f}, 0xff00ff00},
{{-1.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
};
static struct
{
struct vec3 position;
struct vec3 normal;
DWORD diffuse;
}
unlitnquad[] =
{
{{0.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{1.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
},
litnquad[] =
{
{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{0.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{1.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
},
nquad[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
},
rotatedquad[] =
{
{{-10.0f, -11.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
{{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
{{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
{{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
},
translatedquad[] =
{
{{-11.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{-11.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ -9.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ -9.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
};
static WORD indices[] = {0, 1, 2, 2, 3, 0};
static const struct
{
D3DMATRIX *world_matrix;
void *quad;
DWORD expected;
const char *message;
BOOL todo;
}
tests[] =
{
{&mat, nquad, 0x000000ff, "Lit quad with light", FALSE},
{&mat_singular, nquad, 0x000000ff, "Lit quad with singular world matrix", FALSE},
{&mat_transf, rotatedquad, 0x000000ff, "Lit quad with transformation matrix", FALSE},
{&mat_nonaffine, translatedquad, 0x00000000, "Lit quad with non-affine matrix", TRUE},
};
HWND window;
IDirect3DDevice7 *device;
IDirectDrawSurface7 *rt;
HRESULT hr;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
D3DCOLOR color;
ULONG refcount;
unsigned int i;
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
if (!(device = create_device(window, DDSCL_NORMAL)))
{
skip("Failed to create a 3D device, skipping test.\n");
DestroyWindow(window);
return;
}
hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil buffering, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* No lights are defined... That means, lit vertices should be entirely black. */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4,
indices, 6, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4,
indices, 6, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4,
indices, 6, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4,
indices, 6, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 160, 360);
ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color);
color = get_surface_color(rt, 160, 120);
ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color);
color = get_surface_color(rt, 480, 360);
ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color);
color = get_surface_color(rt, 480, 120);
ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color);
hr = IDirect3DDevice7_LightEnable(device, 0, TRUE);
ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, tests[i].world_matrix);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, tests[i].quad,
4, indices, 6, 0);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240);
if (tests[i].todo)
todo_wine ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
else
ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
}
IDirectDrawSurface7_Release(rt);
refcount = IDirect3DDevice7_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
static void test_clear_rect_count(void) static void test_clear_rect_count(void)
{ {
IDirectDrawSurface7 *rt; IDirectDrawSurface7 *rt;
...@@ -9076,6 +9300,7 @@ START_TEST(ddraw7) ...@@ -9076,6 +9300,7 @@ START_TEST(ddraw7)
test_vb_discard(); test_vb_discard();
test_coop_level_multi_window(); test_coop_level_multi_window();
test_draw_strided(); test_draw_strided();
test_lighting();
test_clear_rect_count(); test_clear_rect_count();
test_coop_level_versions(); test_coop_level_versions();
test_fog_special(); test_fog_special();
......
...@@ -267,132 +267,6 @@ static void set_viewport_size(IDirect3DDevice7 *device) ...@@ -267,132 +267,6 @@ static void set_viewport_size(IDirect3DDevice7 *device)
return; return;
} }
static void lighting_test(IDirect3DDevice7 *device)
{
HRESULT hr;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
DWORD color;
D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
struct
{
struct vec3 position;
DWORD diffuse;
}
unlitquad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xffff0000},
{{-1.0f, 0.0f, 0.1f}, 0xffff0000},
{{ 0.0f, 0.0f, 0.1f}, 0xffff0000},
{{ 0.0f, -1.0f, 0.1f}, 0xffff0000},
},
litquad[] =
{
{{-1.0f, 0.0f, 0.1f}, 0xff00ff00},
{{-1.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
};
struct
{
struct vec3 position;
struct vec3 normal;
DWORD diffuse;
}
unlitnquad[] =
{
{{0.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{1.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
},
litnquad[] =
{
{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{0.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{1.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
/* Setup some states that may cause issues */
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHATESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed with %08x\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr);
if(hr == D3D_OK)
{
/* No lights are defined... That means, lit vertices should be entirely black */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr);
}
color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */
ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */
ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 480, 360); /* Lower right quad - unlit with normals */
ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 480, 120); /* Upper right quad - lit with normals */
ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
}
static void clear_test(IDirect3DDevice7 *device) static void clear_test(IDirect3DDevice7 *device)
{ {
/* Tests the correctness of clearing parameters */ /* Tests the correctness of clearing parameters */
...@@ -541,7 +415,10 @@ static void fog_test(IDirect3DDevice7 *device) ...@@ -541,7 +415,10 @@ static void fog_test(IDirect3DDevice7 *device)
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %08x\n", hr); ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %08x\n", hr);
/* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr); ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE);
...@@ -2255,7 +2132,6 @@ START_TEST(visual) ...@@ -2255,7 +2132,6 @@ START_TEST(visual)
/* Now run the tests */ /* Now run the tests */
blt_test(Direct3DDevice); blt_test(Direct3DDevice);
depth_clamp_test(Direct3DDevice); depth_clamp_test(Direct3DDevice);
lighting_test(Direct3DDevice);
clear_test(Direct3DDevice); clear_test(Direct3DDevice);
fog_test(Direct3DDevice); fog_test(Direct3DDevice);
offscreen_test(Direct3DDevice); offscreen_test(Direct3DDevice);
......
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