Henri Verbeet a écrit :
On 17 February 2010 00:28, Stefan Dösinger wrote:
No, the pipeline part that would implement this(vertex) should set a state
handler that prints a WARN for each defined but unimplemented stage.
Sure, but that doesn't mean you can't catch undefined states as well
On 17 February 2010 00:28, Stefan Dösinger wrote:
> No, the pipeline part that would implement this(vertex) should set a state
> handler that prints a WARN for each defined but unimplemented stage.
Sure, but that doesn't mean you can't catch undefined states as well.
E.g. something along the lines
On Tuesday 16 February 2010 22:18:50 Henri Verbeet wrote:
> Tweening is indeed unimplemented. We should probably catch
> unimplemented render states in IWineD3DDeviceImpl_SetRenderState()
> though.
No, the pipeline part that would implement this(vertex) should set a state
handler that prints a WAR
On 16 February 2010 21:55, Christian Costa wrote:
> That's clearer. Thanks.
> I've just tested your patch. The incriminated state is
> WINED3DRS_TWEENFACTOR.
> I haven't investigated much though...
>
Tweening is indeed unimplemented. We should probably catch
unimplemented render states in IWineD3D
Henri Verbeet a écrit :
On 16 February 2010 19:32, Christian Costa wrote:
So we should never enter this function at all. Right ?
Yes.
And what do you mean by "something is broken" ? Are you talking about
wined3d code ?
It means there's code that marks a state dirty that does
On 16 February 2010 19:32, Christian Costa wrote:
> So we should never enter this function at all. Right ?
Yes.
> And what do you mean by "something is broken" ? Are you talking about
> wined3d code ?
It means there's code that marks a state dirty that doesn't exist.
Typically that's because the
Henri Verbeet a écrit :
On 16 February 2010 13:45, Christian Costa wrote:
Ok. What about doing the following :
- when state is 0, don't print any message because it's normal
- when state is not 0, print the state to have a meaningfull message
No, if you see that message at all, someth
On 16 February 2010 13:45, Christian Costa wrote:
> Ok. What about doing the following :
> - when state is 0, don't print any message because it's normal
> - when state is not 0, print the state to have a meaningfull message
>
No, if you see that message at all, something is broken, that's why
it'
Henri Verbeet a écrit :
On 16 February 2010 12:25, Christian Costa wrote:
Did you test this? "state" is supposed to be always 0. Also,
debug_d3dstate() is much more readable than the state number.
Yes I tested it. Indeed, it's 0.
Ok. I will send a new patch using debug_d3dstate. Tha
On 16 February 2010 12:25, Christian Costa wrote:
>> Did you test this? "state" is supposed to be always 0. Also,
>> debug_d3dstate() is much more readable than the state number.
>>
> Yes I tested it. Indeed, it's 0.
> Ok. I will send a new patch using debug_d3dstate. Thanks.
>
That also means the
Henri Verbeet a écrit :
On 16 February 2010 11:49, Christian Costa wrote:
-ERR("Undefined state.\n");
+ERR("Undefined state %d\n", state);
Did you test this? "state" is supposed to be always 0. Also,
debug_d3dstate() is much more readable than the state number.
Yes I te
On 16 February 2010 11:49, Christian Costa wrote:
> -ERR("Undefined state.\n");
> +ERR("Undefined state %d\n", state);
Did you test this? "state" is supposed to be always 0. Also,
debug_d3dstate() is much more readable than the state number.
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