Claudio Ciccani wrote:
> Il giorno lun, 26/01/2009 alle 12.12 +0100, Claudio Ciccani ha scritto:
>
>> Il giorno dom, 25/01/2009 alle 23.19 +0100, David Adam ha scritto:
>>
>>> 2009/1/25 Claudio Ciccani
>>>
>>> The patch implements a software fallback for vertex blending
>>
On Wed, Jan 28, 2009 at 04:44:44PM +0100, Henri Verbeet wrote:
> 2009/1/28 Claudio Ciccani :
>> I mean, you could implement a hardware based vertex blending routine
>> using a vertex shader and keep the software vertex blending routine in
>> case vertex programs are not supported by underlying hard
2009/1/28 Claudio Ciccani :
> Why not both?
It doesn't really work that way, you have to justify adding stuff.
> I mean, you could implement a hardware based vertex blending routine
> using a vertex shader and keep the software vertex blending routine in
> case vertex programs are not supported by
Il giorno mer, 28/01/2009 alle 12.34 +0100, Henri Verbeet ha scritto:
> 2009/1/28 Paul TBBle Hampson :
> > The only position I have on this is that this code exists and if the
> > vertex shader code exists, I am unaware of it. The last comment I
> > thought I read regarding vertex shaders was that
2009/1/28 Paul TBBle Hampson :
> The only position I have on this is that this code exists and if the
> vertex shader code exists, I am unaware of it. The last comment I
> thought I read regarding vertex shaders was that they had produced a
> marked speed decrease (in my thread late last year about
On Wed, Jan 28, 2009 at 09:46:23AM +0100, Henri Verbeet wrote:
> 2009/1/28 Paul TBBle Hampson :
>> On Mon, Jan 26, 2009 at 12:19:32PM +0100, Henri Verbeet wrote:
>>> Sure, but so does just faking the device caps.
>> I don't see that as having a chance of making it into the Wine tree.
> Indeed. Ho
2009/1/28 Paul TBBle Hampson :
> On Mon, Jan 26, 2009 at 12:19:32PM +0100, Henri Verbeet wrote:
>> Sure, but so does just faking the device caps.
>
> I don't see that as having a chance of making it into the Wine tree.
>
Indeed. However, it does mean that an important part of this patch
isn't used
On Mon, Jan 26, 2009 at 12:19:32PM +0100, Henri Verbeet wrote:
> 2009/1/26 Paul TBBle Hampson :
>> On Mon, Jan 26, 2009 at 09:16:12AM +0100, Henri Verbeet wrote:
>>> 2009/1/25 Claudio Ciccani :
+WORD vertexBlendSW : 1; /* vertexBlend software fallback
used */
>>> I'm no
2009/1/26 Claudio Ciccani
> I found that the reason of the crash was that VBOs were not removed when
> using drawStridedSlow for vertex blending.
> Attached is the modified patch, which doesn't make NOLF2 crash.
>
>
> Il giorno lun, 26/01/2009 alle 12.12 +0100, Claudio Ciccani ha scritto:
> > Il
I found that the reason of the crash was that VBOs were not removed when
using drawStridedSlow for vertex blending.
Attached is the modified patch, which doesn't make NOLF2 crash.
Il giorno lun, 26/01/2009 alle 12.12 +0100, Claudio Ciccani ha scritto:
> Il giorno dom, 25/01/2009 alle 23.19 +0100,
2009/1/25 Claudio Ciccani
>
> The patch implements a software fallback for vertex blending in
> drawStridedSlow, fixing Bug #6955.
> Although vertex blending is an old and outdated extension, there are
> still many applications(games) relying on it nowadays. This because the
> extension is genera
2009/1/26 Paul TBBle Hampson :
> On Mon, Jan 26, 2009 at 09:16:12AM +0100, Henri Verbeet wrote:
>> 2009/1/25 Claudio Ciccani :
>
>>> +WORD vertexBlendSW : 1; /* vertexBlend software fallback
>>> used */
>
>> I'm not sure we want to implement vertex blending in software in the
>> fi
Il giorno dom, 25/01/2009 alle 23.19 +0100, David Adam ha scritto:
>
>
> 2009/1/25 Claudio Ciccani
>
> The patch implements a software fallback for vertex blending
> in
> drawStridedSlow, fixing Bug #6955.
> Although vertex blending is an old and outdate
On Mon, Jan 26, 2009 at 09:16:12AM +0100, Henri Verbeet wrote:
> 2009/1/25 Claudio Ciccani :
>> +WORD vertexBlendSW : 1; /* vertexBlend software fallback
>> used */
> I'm not sure we want to implement vertex blending in software in the
> first place (rather than through a shader)
2009/1/25 Claudio Ciccani :
>
> +WORD vertexBlendSW : 1; /* vertexBlend software fallback
> used */
I'm not sure we want to implement vertex blending in software in the
first place (rather than through a shader), but you can't just add a
bitfield here without changing the padding.
15 matches
Mail list logo