Commit ae10e9c5 authored by Lionel Ulmer's avatar Lionel Ulmer Committed by Alexandre Julliard

- removed some useless WARNs

- fixed backface culling and material settings
parent f78cf542
......@@ -1478,19 +1478,19 @@ GL_IDirect3DDeviceImpl_7_SetMaterial(LPDIRECT3DDEVICE7 iface,
This->current_material = *lpMat;
glMaterialfv(GL_FRONT,
glMaterialfv(GL_FRONT_AND_BACK,
GL_DIFFUSE,
(float *) &(This->current_material.u.diffuse));
glMaterialfv(GL_FRONT,
glMaterialfv(GL_FRONT_AND_BACK,
GL_AMBIENT,
(float *) &(This->current_material.u1.ambient));
glMaterialfv(GL_FRONT,
glMaterialfv(GL_FRONT_AND_BACK,
GL_SPECULAR,
(float *) &(This->current_material.u2.specular));
glMaterialfv(GL_FRONT,
glMaterialfv(GL_FRONT_AND_BACK,
GL_EMISSION,
(float *) &(This->current_material.u3.emissive));
glMaterialf(GL_FRONT,
glMaterialf(GL_FRONT_AND_BACK,
GL_SHININESS,
This->current_material.u4.power); /* Not sure about this... */
......
......@@ -290,19 +290,19 @@ static void activate(IDirect3DMaterialImpl* This) {
/* Set the current Material */
_dump_colorvalue("Diffuse", This->mat.u.diffuse);
glMaterialfv(GL_FRONT,
glMaterialfv(GL_FRONT_AND_BACK,
GL_DIFFUSE,
(float *) &(This->mat.u.diffuse));
_dump_colorvalue("Ambient", This->mat.u1.ambient);
glMaterialfv(GL_FRONT,
glMaterialfv(GL_FRONT_AND_BACK,
GL_AMBIENT,
(float *) &(This->mat.u1.ambient));
_dump_colorvalue("Specular", This->mat.u2.specular);
glMaterialfv(GL_FRONT,
glMaterialfv(GL_FRONT_AND_BACK,
GL_SPECULAR,
(float *) &(This->mat.u2.specular));
_dump_colorvalue("Emissive", This->mat.u3.emissive);
glMaterialfv(GL_FRONT,
glMaterialfv(GL_FRONT_AND_BACK,
GL_EMISSION,
(float *) &(This->mat.u3.emissive));
......
......@@ -110,7 +110,7 @@ Main_IDirect3DVertexBufferImpl_7_1T_Unlock(LPDIRECT3DVERTEXBUFFER7 iface)
{
ICOM_THIS_FROM(IDirect3DVertexBufferImpl, IDirect3DVertexBuffer7, iface);
TRACE("(%p/%p)->()\n", This, iface);
/* Nothing to do */
/* Nothing to do here for now. Maybe some optimizations if ever we want to do some :-) */
return DD_OK;
}
......
......@@ -312,12 +312,12 @@ void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
/* Not sure about these... The DirectX doc is, well, pretty unclear :-) */
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
break;
case D3DCULL_CCW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glFrontFace(GL_CW);
glCullFace(GL_BACK);
break;
default:
......
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