[Bug 7284] Max Payne 2 light reflections on people are too bright and blocky
http://bugs.winehq.org/show_bug.cgi?id=7284 --- Comment #30 from Tobias Jakobi <liquid.acid(a)gmx.net> 2009-03-28 18:12:09 --- Sorry, I just read the post again. The problem seems to be in MUL, right? I mean the D3D rcp behaviour is probably right, since the D3D8 docs mention that RCP(0.0) produces +INFTY. It's not so clear for ARB_vp and GLSL, at least I don't find anything in the docs (yet). But what's +INFTY times ZERO? I found no clue about that in the D3D8 docs. The ARB_vp docs only mention this: --------------------------------------------------- The following rules apply to multiplication: 1. <x> * <y> == <y> * <x>, for all <x> and <y>. 2. +/-0.0 * <x> = +/-0.0, at least for all <x> that correspond to representable numbers (IEEE "not a number" and "infinity" encodings may be exceptions). 3. +1.0 * <x> = <x>, for all <x>. Multiplication by zero and one should be invariant, as it may be used to evaluate conditional expressions without branching. --------------------------------------------------- So we're experiencing case 2 here?! I can't say I understand the last part properly. To me this sounds like multiplying by ZERO should always produce ZERO, regardless of the other factor. -- Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email Do not reply to this email, post in Bugzilla using the above URL to reply. ------- You are receiving this mail because: ------- You are watching all bug changes.
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