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wine
wine-cw
Commits
d050b4de
Commit
d050b4de
authored
Nov 07, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Nov 09, 2007
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wined3d: Reinstall the projected texture disabling for generated coords.
parent
9fb70b99
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1 changed file
with
32 additions
and
30 deletions
+32
-30
utils.c
dlls/wined3d/utils.c
+32
-30
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dlls/wined3d/utils.c
View file @
d050b4de
...
...
@@ -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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