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wine
wine-winehq
Commits
6175273c
Commit
6175273c
authored
Dec 08, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 11, 2006
Browse files
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Plain Diff
wined3d: Move fog states to the state table.
parent
8d724319
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Showing
2 changed files
with
170 additions
and
153 deletions
+170
-153
device.c
dlls/wined3d/device.c
+5
-148
state.c
dlls/wined3d/state.c
+165
-5
No files found.
dlls/wined3d/device.c
View file @
6175273c
...
...
@@ -3373,19 +3373,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
case
WINED3DRS_CCW_STENCILPASS
:
case
WINED3DRS_EDGEANTIALIAS
:
case
WINED3DRS_STENCILWRITEMASK
:
StateTable
[
STATE_RENDER
(
State
)].
apply
(
STATE_RENDER
(
State
),
This
->
stateBlock
);
break
;
case
WINED3DRS_FOGENABLE
:
{
if
(
Value
)
{
glEnable
(
GL_FOG
);
checkGLcall
(
"glEnable GL_FOG"
);
}
else
{
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable GL_FOG"
);
}
}
case
WINED3DRS_FOGTABLEMODE
:
case
WINED3DRS_FOGVERTEXMODE
:
case
WINED3DRS_FOGSTART
:
case
WINED3DRS_FOGEND
:
StateTable
[
STATE_RENDER
(
State
)].
apply
(
STATE_RENDER
(
State
),
This
->
stateBlock
);
break
;
case
WINED3DRS_RANGEFOGENABLE
:
...
...
@@ -3408,142 +3401,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
}
break
;
case
WINED3DRS_FOGTABLEMODE
:
case
WINED3DRS_FOGVERTEXMODE
:
{
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]
==
WINED3DFOG_NONE
)
{
glHint
(
GL_FOG_HINT
,
GL_FASTEST
);
checkGLcall
(
"glHint(GL_FOG_HINT, GL_FASTEST)"
);
switch
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
])
{
/* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
* If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
*/
case
WINED3DFOG_EXP
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
WINED3DFOG_EXP2
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
WINED3DFOG_LINEAR
:
{
if
(
!
This
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
}
}
case
WINED3DFOG_NONE
:
{
/* Both are none? According to msdn the alpha channel of the specular
* color contains a fog factor. Set it in drawStridedSlow.
* Same happens with Vertexfog on transformed vertices
*/
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FOG_COORDINATE_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)
\n
"
);
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR)"
);
glFogf
(
GL_FOG_START
,
(
float
)
0xff
);
checkGLcall
(
"glFogfv GL_FOG_START"
);
glFogf
(
GL_FOG_END
,
0
.
0
);
checkGLcall
(
"glFogfv GL_FOG_END"
);
}
else
{
/* Disable GL fog, handle this in software in drawStridedSlow */
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable(GL_FOG)"
);
}
break
;
}
default:
FIXME
(
"Unexpected WINED3DRS_FOGVERTEXMODE %d
\n
"
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]);
}
}
else
{
glHint
(
GL_FOG_HINT
,
GL_NICEST
);
checkGLcall
(
"glHint(GL_FOG_HINT, GL_NICEST)"
);
switch
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
])
{
case
WINED3DFOG_EXP
:
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
WINED3DFOG_EXP2
:
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
WINED3DFOG_LINEAR
:
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGSTART
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGSTART
]);
IWineD3DDevice_SetRenderState
(
iface
,
WINED3DRS_FOGEND
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGEND
]);
}
break
;
case
WINED3DFOG_NONE
:
default:
/* Won't happen */
FIXME
(
"Unexpected WINED3DRS_FOGTABLEMODE %d
\n
"
,
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]);
}
}
if
(
GL_SUPPORT
(
NV_FOG_DISTANCE
))
{
glFogi
(
GL_FOG_DISTANCE_MODE_NV
,
GL_EYE_PLANE_ABSOLUTE_NV
);
}
}
break
;
case
WINED3DRS_FOGSTART
:
{
tmpvalue
.
d
=
Value
;
glFogfv
(
GL_FOG_START
,
&
tmpvalue
.
f
);
checkGLcall
(
"glFogf(GL_FOG_START, (float) Value)"
);
TRACE
(
"Fog Start == %f
\n
"
,
tmpvalue
.
f
);
}
break
;
case
WINED3DRS_FOGEND
:
{
tmpvalue
.
d
=
Value
;
glFogfv
(
GL_FOG_END
,
&
tmpvalue
.
f
);
checkGLcall
(
"glFogf(GL_FOG_END, (float) Value)"
);
TRACE
(
"Fog End == %f
\n
"
,
tmpvalue
.
f
);
}
break
;
case
WINED3DRS_FOGDENSITY
:
{
tmpvalue
.
d
=
Value
;
...
...
dlls/wined3d/state.c
View file @
6175273c
...
...
@@ -632,6 +632,166 @@ static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock)
checkGLcall
(
"glStencilMask"
);
}
static
void
state_fog
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
)
{
/* TODO: Put this into the vertex type block once that is in the state table */
BOOL
fogenable
=
stateblock
->
renderState
[
WINED3DRS_FOGENABLE
];
float
fogstart
,
fogend
;
union
{
DWORD
d
;
float
f
;
}
tmpvalue
;
if
(
!
fogenable
)
{
/* No fog? Disable it, and we're done :-) */
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable GL_FOG"
);
}
tmpvalue
.
d
=
stateblock
->
renderState
[
WINED3DRS_FOGSTART
];
fogstart
=
tmpvalue
.
f
;
tmpvalue
.
d
=
stateblock
->
renderState
[
WINED3DRS_FOGEND
];
fogend
=
tmpvalue
.
f
;
#if 0
/* Activate when vertex shaders are in the state table */
if(stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function &&
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
fogstart = 1.0;
fogend = 0.0;
stateblock->wineD3DDevice->last_was_foggy_shader = TRUE;
}
#endif
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
* the system will apply only pixel(=table) fog effects."
*/
/* else */
if
(
stateblock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]
==
D3DFOG_NONE
)
{
glHint
(
GL_FOG_HINT
,
GL_FASTEST
);
checkGLcall
(
"glHint(GL_FOG_HINT, GL_FASTEST)"
);
#if 0
stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
#endif
switch
(
stateblock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
])
{
/* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
* If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
*/
case
D3DFOG_EXP
:
{
if
(
!
stateblock
->
wineD3DDevice
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
}
break
;
}
}
case
D3DFOG_EXP2
:
{
if
(
!
stateblock
->
wineD3DDevice
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
}
break
;
}
}
case
D3DFOG_LINEAR
:
{
if
(
!
stateblock
->
wineD3DDevice
->
last_was_rhw
)
{
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
}
break
;
}
}
case
D3DFOG_NONE
:
{
/* Both are none? According to msdn the alpha channel of the specular
* color contains a fog factor. Set it in drawStridedSlow.
* Same happens with Vertexfog on transformed vertices
*/
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FOG_COORDINATE_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)
\n
"
);
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR)"
);
fogstart
=
0xff
;
fogend
=
0x0
;
}
else
{
/* Disable GL fog, handle this in software in drawStridedSlow */
fogenable
=
FALSE
;
}
break
;
}
default:
FIXME
(
"Unexpected WINED3DRS_FOGVERTEXMODE %d
\n
"
,
stateblock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]);
}
}
else
{
glHint
(
GL_FOG_HINT
,
GL_NICEST
);
checkGLcall
(
"glHint(GL_FOG_HINT, GL_NICEST)"
);
#if 0
stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
#endif
switch
(
stateblock
->
renderState
[
WINED3DRS_FOGTABLEMODE
])
{
case
D3DFOG_EXP
:
glFogi
(
GL_FOG_MODE
,
GL_EXP
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
}
break
;
case
D3DFOG_EXP2
:
glFogi
(
GL_FOG_MODE
,
GL_EXP2
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_EXP2"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
}
break
;
case
D3DFOG_LINEAR
:
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
checkGLcall
(
"glFogi(GL_FOG_MODE, GL_LINEAR"
);
if
(
GL_SUPPORT
(
EXT_FOG_COORD
))
{
glFogi
(
GL_FOG_COORDINATE_SOURCE_EXT
,
GL_FRAGMENT_DEPTH_EXT
);
checkGLcall
(
"glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT"
);
}
break
;
case
D3DFOG_NONE
:
/* Won't happen */
default:
FIXME
(
"Unexpected WINED3DRS_FOGTABLEMODE %d
\n
"
,
stateblock
->
renderState
[
WINED3DRS_FOGTABLEMODE
]);
}
}
if
(
fogenable
)
{
glEnable
(
GL_FOG
);
checkGLcall
(
"glEnable GL_FOG"
);
glFogfv
(
GL_FOG_START
,
&
fogstart
);
checkGLcall
(
"glFogf(GL_FOG_START, fogstart"
);
TRACE
(
"Fog Start == %f
\n
"
,
fogstart
);
glFogfv
(
GL_FOG_END
,
&
fogend
);
checkGLcall
(
"glFogf(GL_FOG_END, fogend"
);
TRACE
(
"Fog End == %f
\n
"
,
fogend
);
}
else
{
glDisable
(
GL_FOG
);
checkGLcall
(
"glDisable GL_FOG"
);
}
if
(
GL_SUPPORT
(
NV_FOG_DISTANCE
))
{
glFogi
(
GL_FOG_DISTANCE_MODE_NV
,
GL_EYE_PLANE_ABSOLUTE_NV
);
}
}
const
struct
StateEntry
StateTable
[]
=
{
/* State name representative, apply function */
...
...
@@ -663,16 +823,16 @@ const struct StateEntry StateTable[] =
{
/* 25, WINED3DRS_ALPHAFUNC */
STATE_RENDER
(
WINED3DRS_ALPHATESTENABLE
),
state_alpha
},
{
/* 26, WINED3DRS_DITHERENABLE */
STATE_RENDER
(
WINED3DRS_DITHERENABLE
),
state_ditherenable
},
{
/* 27, WINED3DRS_ALPHABLENDENABLE */
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
),
state_blend
},
{
/* 28, WINED3DRS_FOGENABLE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_
unknown
},
{
/* 28, WINED3DRS_FOGENABLE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_
fog
},
{
/* 29, WINED3DRS_SPECULARENABLE */
STATE_RENDER
(
WINED3DRS_SPECULARENABLE
),
state_specularenable
},
{
/* 30, WINED3DRS_ZVISIBLE */
0
/* Not supported according to the msdn */
,
state_nogl
},
{
/* 31, WINED3DRS_SUBPIXEL */
STATE_RENDER
(
WINED3DRS_SUBPIXEL
),
state_unknown
},
{
/* 32, WINED3DRS_SUBPIXELX */
STATE_RENDER
(
WINED3DRS_SUBPIXELX
),
state_unknown
},
{
/* 33, WINED3DRS_STIPPLEDALPHA */
STATE_RENDER
(
WINED3DRS_STIPPLEDALPHA
),
state_unknown
},
{
/* 34, WINED3DRS_FOGCOLOR */
STATE_RENDER
(
WINED3DRS_FOGCOLOR
),
state_unknown
},
{
/* 35, WINED3DRS_FOGTABLEMODE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
)
/*vertex type*/
,
state_unknown
},
{
/* 36, WINED3DRS_FOGSTART */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_
unknown
},
{
/* 37, WINED3DRS_FOGEND */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_
unknown
},
{
/* 35, WINED3DRS_FOGTABLEMODE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
)
,
state_fog
},
{
/* 36, WINED3DRS_FOGSTART */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_
fog
},
{
/* 37, WINED3DRS_FOGEND */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_
fog
},
{
/* 38, WINED3DRS_FOGDENSITY */
STATE_RENDER
(
WINED3DRS_FOGDENSITY
),
state_unknown
},
{
/* 39, WINED3DRS_STIPPLEENABLE */
STATE_RENDER
(
WINED3DRS_STIPPLEENABLE
),
state_unknown
},
{
/* 40, WINED3DRS_EDGEANTIALIAS */
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
),
state_blend
},
...
...
@@ -777,7 +937,7 @@ const struct StateEntry StateTable[] =
{
/*137, WINED3DRS_LIGHTING */
STATE_RENDER
(
WINED3DRS_LIGHTING
)
/* Vertex decl! */
,
state_lighting
},
{
/*138, WINED3DRS_EXTENTS */
STATE_RENDER
(
WINED3DRS_EXTENTS
),
state_unknown
},
{
/*139, WINED3DRS_AMBIENT */
STATE_RENDER
(
WINED3DRS_AMBIENT
),
state_ambient
},
{
/*140, WINED3DRS_FOGVERTEXMODE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_
unknown
},
{
/*140, WINED3DRS_FOGVERTEXMODE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_
fog
},
{
/*141, WINED3DRS_COLORVERTEX */
STATE_RENDER
(
WINED3DRS_COLORVERTEX
),
state_unknown
},
{
/*142, WINED3DRS_LOCALVIEWER */
STATE_RENDER
(
WINED3DRS_LOCALVIEWER
),
state_unknown
},
{
/*143, WINED3DRS_NORMALIZENORMALS */
STATE_RENDER
(
WINED3DRS_NORMALIZENORMALS
),
state_unknown
},
...
...
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