Re: WINED3D: Color fixups for vertex shaders

2006-03-10 Thread H. Verbeet
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

Re: WINED3D: Color fixups for vertex shaders

2006-03-10 Thread Roderick Colenbrander
> 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

Re: WINED3D: Color fixups for vertex shaders

2006-03-10 Thread H. Verbeet
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

Re: WINED3D: Color fixups for vertex shaders

2006-03-10 Thread Roderick Colenbrander
> 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

Re: WINED3D: Color fixups for vertex shaders

2006-03-09 Thread H. Verbeet
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 >

Re: WINED3D: Color fixups for vertex shaders

2006-03-09 Thread Roderick Colenbrander
> 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_