On Tue, 5 Feb 2019 at 19:42, Paul Gofman <gofmanp(a)gmail.com> wrote:
+ present_parameters.BackBufferWidth = 640; + present_parameters.BackBufferHeight = 480; + present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; + present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + present_parameters.hDeviceWindow = window; + present_parameters.Windowed = TRUE; + present_parameters.EnableAutoDepthStencil = TRUE; + present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; + if (FAILED(hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + window, D3DCREATE_MIXED_VERTEXPROCESSING, &present_parameters, &device))) Does this really require mixed vertex processing?
+ if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { Formatting.