@@ -4797,7 +4797,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD R
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@@ -4797,7 +4797,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD R
}
}
/* MSDN says that null disables the render target
/* MSDN says that null disables the render target
but a device must always be associatated with a render target
but a device must always be associated with a render target
nope MSDN says that we return invalid call to a null rendertarget with an index of 0
nope MSDN says that we return invalid call to a null rendertarget with an index of 0
see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
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@@ -4823,16 +4823,16 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD R
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@@ -4823,16 +4823,16 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD R
TRACE("clearing renderer\n");
TRACE("clearing renderer\n");
/* IWineD3DDeviceImpl_CleanRender(iface); */
/* IWineD3DDeviceImpl_CleanRender(iface); */
/* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
/* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
depending on the renter target implemenattion being used.
depending on the renter target implementation being used.
A shared context implementation will share all buffers between all rendertargets (including swapchains),
A shared context implementation will share all buffers between all rendertargets (including swapchains),
implemenations that use serperate pbuffers for different swapchains or rendertargets will have to duplicate the
implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
stencil buffer and incure an extra memory overhead */
stencil buffer and incure an extra memory overhead */
if(!cfgs){/* OK we didn't find the exact config, so use any reasonably match */
if(!cfgs){/* OK we didn't find the exact config, so use any reasonable match */
/* TODO: fill in the 'requested' and 'current' depths, also make sure that's
/* TODO: fill in the 'requested' and 'current' depths, also make sure that's
why we failed and only show this message once! */
why we failed and only show this message once! */
MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n");/**/
MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n");/**/
/* Binormals are really bitangents perpendicular to the normal but s-aligned to the tangent, basicly they are the vectors of any two lines on the plain at right angles to the normal and at right angles to each other, like the x,y,z axis.
/* Binormals are really bitangents perpendicular to the normal but s-aligned to the tangent, basically they are the vectors of any two lines on the plain at right angles to the normal and at right angles to each other, like the x,y,z axis.
tangent data makes it easier to perform some calcualtions (a bit like using 2d graph paper instead of the normal of the piece of paper)
tangent data makes it easier to perform some calculations (a bit like using 2d graph paper instead of the normal of the piece of paper)
The only thing they are usefull for in fixed function would be working out normals when none are give.
The only thing they are useful for in fixed function would be working out normals when none are given.
/* NOTE: In a shared context environment the renderTarget will use the same context as the implicite swapchain (we're not in a shared environment yet! */
/* NOTE: In a shared context environment the renderTarget will use the same context as the implicit swapchain (we're not in a shared environment yet! */