Drawprim

2008-08-24 Thread Chris Ahrendt
other parameters like diffuse_funcs sounds sane here, > although some extra care is needed to keep working without > GL_ARB_multitexture support. > Also I strongly recommend writing a test here. Generally, fixed > function attributes with non-standard data types are spooky on >

Re: [2/5] WineD3D: Remove the FVF codepath from drawprim

2007-06-19 Thread Stefan Dösinger
Am Dienstag, 19. Juni 2007 18:46 schrieb H. Verbeet: > On 19/06/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > Am Dienstag, 19. Juni 2007 15:44 schrieb H. Verbeet: > > > Not specific to this patch, but will you remove the fvf field from the > > > stateblock as well? > > > > I am thinking about

Re: [2/5] WineD3D: Remove the FVF codepath from drawprim

2007-06-19 Thread H. Verbeet
On 19/06/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote: Am Dienstag, 19. Juni 2007 15:44 schrieb H. Verbeet: > Not specific to this patch, but will you remove the fvf field from the > stateblock as well? I am thinking about that, but currently it has to be known to wined3d for reporting the prope

Re: [2/5] WineD3D: Remove the FVF codepath from drawprim

2007-06-19 Thread Stefan Dösinger
Am Dienstag, 19. Juni 2007 15:44 schrieb H. Verbeet: > Not specific to this patch, but will you remove the fvf field from the > stateblock as well? I am thinking about that, but currently it has to be known to wined3d for reporting the proper fvf on GetFVF with state recording. A future patch coul

Re: [2/5] WineD3D: Remove the FVF codepath from drawprim

2007-06-19 Thread H. Verbeet
Not specific to this patch, but will you remove the fvf field from the stateblock as well?

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-14 Thread H. Verbeet
On 14/01/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > How about something like R2VB? I think we can implement R2VB if we want it(it is an ATI hack) by just setting a VBO as a render target. The extensions imply that this is supposed to work, although the performance isn't guaranted to be opti

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-14 Thread Stefan Dösinger
Am Freitag 12 Januar 2007 20:06 schrieb Christoph Bumiller: > Stefan Dösinger wrote: > > We will need software shaders for a correct implementation of > > IWineD3DDevice::ProcessVertices. It supports Vertex shaders, but I > > don't really think OpenGL feedback mode is what we want here. > > > > May

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-14 Thread Stefan Dösinger
Am Samstag 13 Januar 2007 21:37 schrieb H. Verbeet: > On 12/01/07, Christoph Bumiller <[EMAIL PROTECTED]> wrote: > > Stefan Dösinger wrote: > > > We will need software shaders for a correct implementation of > > > IWineD3DDevice::ProcessVertices. It supports Vertex shaders, but I > > > don't really

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-13 Thread H. Verbeet
On 12/01/07, Christoph Bumiller <[EMAIL PROTECTED]> wrote: Stefan Dösinger wrote: > We will need software shaders for a correct implementation of > IWineD3DDevice::ProcessVertices. It supports Vertex shaders, but I > don't really think OpenGL feedback mode is what we want here. > > Maybe we shoul

[15/20] WineD3D: Clean up drawprim a bit

2007-01-13 Thread Christoph Bumiller
Stefan Dösinger wrote: We will need software shaders for a correct implementation of IWineD3DDevice::ProcessVertices. It supports Vertex shaders, but I don't really think OpenGL feedback mode is what we want here. Maybe we should remove it for now, but keep the code somewhere(in the wiki maybe).

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-07 Thread Ivan Gyurdiev
up things, all of software shaders should be removed. There's tons of code in drawprim and *shader.c, which is disabled, doesn't work, and isn't on the right track if you ask me. None of the changes to make the shader parser 3.0 compliant are used in the disabled paths. There'

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-07 Thread Stefan Dösinger
things, all of software shaders should > be removed. > > There's tons of code in drawprim and *shader.c, which is disabled, > doesn't work, and isn't on the right track if you ask me. None of the > changes to make the shader parser 3.0 compliant are used in the disabled >

Re: [15/20] WineD3D: Clean up drawprim a bit

2007-01-06 Thread Ivan Gyurdiev
Stefan Dösinger wrote: Now that almost everything is gone from drawPrimitiveDrawStrided we don't need a subfunction for calling drawStridedSlow/Fast any longer I think while we're cleaning up things, all of software shaders should be removed. There's tons of code

Re: [WINED3D 9/9] Allow drawPrim to create and use the GLSL program

2006-06-09 Thread H. Verbeet
Does this reset the currently used program to 0 when fixed function is supposed to be used again? I think we should just do glUseProgramObjectARB(programId), since when fixed function is supposed to be used the program id will be 0. That also mean you don't have to do an explicit glUseProgramObje