Commit d050b4de authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Reinstall the projected texture disabling for generated coords.

parent 9fb70b99
......@@ -2500,37 +2500,39 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, B
mat[2] = mat[6] = mat[10] = mat[14] = 0;
break;
}
} else if(!calculatedCoords) { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
switch(coordtype) {
case WINED3DDECLTYPE_FLOAT1:
/* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
* swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
* the input value to the transformation will be 0, so the matrix value is irrelevant
*/
mat[12] = mat[4];
mat[13] = mat[5];
mat[14] = mat[6];
mat[15] = mat[7];
break;
case WINED3DDECLTYPE_FLOAT2:
/* See above, just 3rd and 4th coord
*/
mat[12] = mat[8];
mat[13] = mat[9];
mat[14] = mat[10];
mat[15] = mat[11];
break;
case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
} else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
if(!calculatedCoords) {
switch(coordtype) {
case WINED3DDECLTYPE_FLOAT1:
/* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
* swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
* the input value to the transformation will be 0, so the matrix value is irrelevant
*/
mat[12] = mat[4];
mat[13] = mat[5];
mat[14] = mat[6];
mat[15] = mat[7];
break;
case WINED3DDECLTYPE_FLOAT2:
/* See above, just 3rd and 4th coord
*/
mat[12] = mat[8];
mat[13] = mat[9];
mat[14] = mat[10];
mat[15] = mat[11];
break;
case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
/* This is to prevent swaping the matrix lines and put the default 4th coord = 1.0
* into a bad place. The division elimination below will apply to make sure the
* 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
*/
case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
break;
default:
FIXME("Unexpected fixed function texture coord input\n");
/* This is to prevent swaping the matrix lines and put the default 4th coord = 1.0
* into a bad place. The division elimination below will apply to make sure the
* 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
*/
case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
break;
default:
FIXME("Unexpected fixed function texture coord input\n");
}
}
switch (flags & ~WINED3DTTFF_PROJECTED) {
/* case WINED3DTTFF_COUNT1: Won't ever get here */
......
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