Commit dc203d36 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Remove more dead code.

The opengl extension mentioned in that code was never finished, and as far as I know there is no way to make use of tangent data in the d3d fixed function pipeline as well.
parent e5f42f91
......@@ -3133,44 +3133,6 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
}
#endif
#if 0 /* tangents ----------------------------------------------*/
if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO ||
sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
/* TODO: tangents*/
if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
if (sd->u.s.tangent.lpData || sd->u.s.tangent.VBO) {
glEnable(GL_TANGENT_ARRAY_EXT);
(GL_EXTCALL)(TangentPointerEXT)(
WINED3D_ATR_GLTYPE(sd->u.s.tangent.dwType),
sd->u.s.tangent.dwStride,
sd->u.s.tangent.lpData + stateblock->loadBaseVertexIndex * sd->u.s.tangent.dwStride);
} else {
glDisable(GL_TANGENT_ARRAY_EXT);
}
if (sd->u.s.binormal.lpData || sd->u.s.binormal.VBO) {
glEnable(GL_BINORMAL_ARRAY_EXT);
(GL_EXTCALL)(BinormalPointerEXT)(
WINED3D_ATR_GLTYPE(sd->u.s.binormal.dwType),
sd->u.s.binormal.dwStride,
sd->u.s.binormal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.binormal.dwStride);
} else{
glDisable(GL_BINORMAL_ARRAY_EXT);
}
} else {
/* don't bother falling back to 'slow' as we don't support software tangents and binormals yet . */
/* FIXME: fixme once */
TRACE("Hardware support for tangents and binormals is not avaiable, tangents and binormals disabled.\n");
}
} else {
if (GL_SUPPORT(EXT_COORDINATE_FRAME) {
/* make sure fog is disabled */
glDisable(GL_TANGENT_ARRAY_EXT);
glDisable(GL_BINORMAL_ARRAY_EXT);
}
}
#endif
/* Point Size ----------------------------------------------*/
if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
......@@ -3427,8 +3389,8 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
FIXME("Tweening is only valid with vertex shaders\n");
}
if (!useVertexShaderFunction && (BUFFER_OR_DATA(tangent) || BUFFER_OR_DATA(binormal))) {
FIXME("Tangent and binormal bump mapping is only valid with vertex shaders\n");
if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
FIXME("Binormal bump mapping is only valid with vertex shaders\n");
}
if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
FIXME("Extended attributes are only valid with vertex shaders\n");
......
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