On 10/03/06, Roderick Colenbrander <[EMAIL PROTECTED]> wrote:
> Because reg is set to 6 in the declaration, this translates to specular
> because VertexDecl8_Registers[6] corresponds to specular.
Yes, but that shouldn't make it into the arrayUsageMap. ArrayUsageMap
defines usage, but in this case w
> Either way, arrayUsageMap doesn't get initialised correctly. If we
> don't know what's in a register, we shouldn't pass it through
> arrayUsageMap, but use some other way.
>
> I won't be around next week, but after that I'll probably try to have
> a look at d3d8 shaders.
>
The declaration is c
On 10/03/06, Roderick Colenbrander <[EMAIL PROTECTED]> wrote:
> I have walked through the code. This small demo (dolphinvs from dx8.1 sdk)
> uses the following vertex declaration for the seafloor:
> D3DVSD_STREAM( 0 ),
> D3DVSD_REG( 0, D3DVSDT_FLOAT3 ), // Position of first mesh
> D3DVSD_REG( 3, D3
> In particular, is it the fixup for DIFFUSE, SPECULAR or either that
> causes the problem? What are the values for reg,
> arrayUsageMap[WINED3DSHADERDECLUSAGE_DIFFUSE] and
> arrayUsageMap[WINED3DSHADERDECLUSAGE_SPECULAR]?
>
> It looks like texture coordinates are wrong, but those shouldn't be
> a
On 09/03/06, Roderick Colenbrander <[EMAIL PROTECTED]> wrote:
> In my local tree I have some simple d3d8 shaders working. (See for instance
> http://roderick.student.utwente.nl/dolphin1.png and dolphin2.png on windows;
> there's some color issue but apart from that it works). This patch causes in
>
> Direct3D stores vertex color data in BGRA order, OpenGL stores it in
> RGBA order. This causes red and blue to be swapped in d3d applications
> when run under wine. This patch fixes this problem for vertex shaders
> by enabling the flag that causes red and blue to be swapped in
> vshader_program_