Commit b551da8e authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Remove point size scaling hack.

Not sure how this was supposed to work, according to the GL spec the clamping to POINT_SIZE_RANGE happens after the scaling is applied.
parent e35e107e
......@@ -1507,40 +1507,11 @@ void state_pscale(struct wined3d_context *context, const struct wined3d_state *s
if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
{
DWORD h = state->viewport.height;
GLfloat scaleFactor;
float scale_factor = state->viewport.height * state->viewport.height;
if (pointSize.f < gl_info->limits.pointsize_min)
{
/* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
* 0.0f. This means that OpenGL will clamp really small point sizes to the
* driver minimum. To correct for this we need to multiply by the scale factor when sizes
* are less than 1.0f. scale_factor = 1.0f / point_size.
*/
scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
/* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
* is 1.0, but then accepts points below that and draws too small points
*/
pointSize.f = gl_info->limits.pointsize_min;
}
else if(pointSize.f > gl_info->limits.pointsize_max)
{
/* gl already scales the input to glPointSize,
* d3d scales the result after the point size scale.
* If the point size is bigger than the max size, use the
* scaling to scale it bigger, and set the gl point size to max
*/
scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
TRACE("scale: %f\n", scaleFactor);
pointSize.f = gl_info->limits.pointsize_max;
} else {
scaleFactor = 1.0f;
}
scaleFactor = powf(h * scaleFactor, 2);
att[0] = A.f / scaleFactor;
att[1] = B.f / scaleFactor;
att[2] = C.f / scaleFactor;
att[0] = A.f / scale_factor;
att[1] = B.f / scale_factor;
att[2] = C.f / scale_factor;
}
if (gl_info->supported[ARB_POINT_PARAMETERS])
......@@ -1558,7 +1529,7 @@ void state_pscale(struct wined3d_context *context, const struct wined3d_state *s
WARN("POINT_PARAMETERS not supported in this version of opengl\n");
}
gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
gl_info->gl_ops.gl.p_glPointSize(max(pointSize.f, FLT_MIN));
checkGLcall("glPointSize(...);");
}
......
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