On 3/4/06, Roderick Colenbrander <thunderbird2k(a)gmx.net> wrote:
Right now d3d8's SetVertexShader is disabled because d3d8 shaders don't work using wined3d yet. Last week I experimented a bit with it and I managed to get some simple vertex shader examples working (for instance http://www.codesampler.com/source/dx8_vs11_shader_simple.zip and the dolphin sample from sdk although with small issues). If I run bigger apps like 3dmark2001 and others there are huge drawing issues. I'm not very familiar with the shader/drawing code (and vertex shaders in general) so it is very difficult for me to debug. You can try the patch attached to this email but it is far from complete. If you or someone else with enough experience can look at it, you're welcome as my time is limited.
Thanks for the patch and info Roderick.
I'll take a look and see if I can get things working a bit better. Using your patch and the old d3d8 code I hope to whip something together.
I installed AOM (trial) here and I think the issue is related to the FVF. The function initializeFVF is only partially implemented and in case of the new code with my patch I see values '0x1c4 / 0x2' while using the old code I see other values too (0x112, 0x2d2, 0x212, 0x152). So I think we should look there and check what the old code did. (the code is quite differently) Roderick -- "Feel free" mit GMX FreeMail! Monat f�r Monat 10 FreeSMS inklusive! http://www.gmx.net