Am 14.06.2013 um 09:07 schrieb Henri Verbeet <hverb...@codeweavers.com>:

> +        shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /= 
> gl_Vertex.w;\n");
I think you have to disable the rhw divide in drawStridedSlow in case the 
application falls back to it despite this patch, e.g. because of specular fog 
or float16 emulation.



Reply via email to