Commit 639ea0f4 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Remove a transformed vertex loading hack in load_vertex_data().

This should never be used, we fall back to drawStridedSlow() for transformed vertices.
parent 3579bbd8
......@@ -4318,29 +4318,11 @@ static void load_vertex_data(const struct wined3d_context *context,
curVBO = e->data.buffer_object;
}
/* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
handling for rhw mode should not impact screen position whereas in GL it does.
This may result in very slightly distorted textures in rhw mode.
There's always the other option of fixing the view matrix to
prevent w from having any effect.
This only applies to user pointer sources, in VBOs the vertices are fixed up
*/
if (!e->data.buffer_object)
{
TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
}
else
{
TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
e->data.addr + state->load_base_vertex_index * e->stride);
}
checkGLcall("glVertexPointer(...)");
glEnableClientState(GL_VERTEX_ARRAY);
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
......
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