Eric Pouech wrote:
while toying with Intel compiler on Wine source, I came across a
couple of interesting stuff.
To whom it may concern.
in dlls/d3d8/shader.c:
vshader_m4x3 (and vsharer_m3x4) don't use correctly row & columns
with respect to the matrice definition. I let the
while toying with Intel compiler on Wine source, I came across a couple of
interesting stuff.
To whom it may concern.
in dlls/d3d8/shader.c:
vshader_m4x3 (and vsharer_m3x4) don't use correctly row & columns with respect
to the matrice definition. I let the D3D folks decide whether t
tmp_d = 0;
tmp_f = powf(2.0f, s0->w);
tmp_d = *((DWORD*) &tmp_f) & 0xFF00;
Hi Marcus,
There is a bug in this function. The proper fix is attached.
Bye,
Christian
Index: shader.c
===
RCS file: /home/wine/wine/
Hi,
I was just fixing this code, but I wonder why floorf(s0->w) is overwritten
right next with tmp_f = powf(2.0f, s0->w);
What is the right version?
Ciao, Marcus
void vshader_expp(D3DSHADERVECTOR* d, D3DSHADERVECTOR* s0) {
float tmp_f = floorf(s0->w);
DWORD tmp_d = 0;
tmp_f = powf(2.0f, s