[PATCH 0/1] MR8542: wined3d/glsl: Transpose the bump environment matrix.
From: Elizabeth Figura <zfigura(a)codeweavers.com> This has been incorrect since the introduction of bump mapping in the GLSL shader backend. (Although, to be fair, NVidia apparently has the same bug on Windows.) --- dlls/wined3d/glsl_shader.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 93abadc6f6b..c0071dcdfaa 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1954,7 +1954,7 @@ static void shader_glsl_load_constants(struct shader_glsl_priv *priv, if (prog->ps.bumpenv_mat_location[i] == -1) continue; - GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0, + GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, GL_TRUE, &constants->bumpenv.matrices[i]._00)); if (prog->ps.bumpenv_lum_scale_location[i] != -1) -- GitLab https://gitlab.winehq.org/wine/wine/-/merge_requests/8542
This merge request was approved by Jan Sikorski. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/8542
participants (3)
-
Elizabeth Figura -
Elizabeth Figura (@zfigura) -
Jan Sikorski (@jsikorski)