Commit 912c09b8 authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

Disable the use of the 'w' parm in rhw mode.

parent 61608b71
......@@ -660,7 +660,12 @@ void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
sd->u.s.position.dwStride,
sd->u.s.position.dwType + 1,
sd->u.s.position.lpData));
glVertexPointer(sd->u.s.position.dwType + 1, GL_FLOAT,
/* 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 distored textures in rhw mode, but
a very minimal different */
glVertexPointer(3, GL_FLOAT, /* RHW: Was 'sd->u.s.position.dwType + 1' */
sd->u.s.position.dwStride,
sd->u.s.position.lpData);
checkGLcall("glVertexPointer(...)");
......@@ -1196,7 +1201,12 @@ void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
glVertex3f(x, y, z);
} else {
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
glVertex4f(x,y,z,rhw);
/* 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 distored textures in rhw mode, but
a very minimal different. In slow mode a possible 'fix' is
glVertex4f(x*rhw,y*rhw,z*rhw,rhw) but not sure this is right */
glVertex3f(x,y,z);
}
}
......
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