On 22 July 2013 20:24, Matteo Bruni mbruni@codeweavers.com wrote:
@@ -3614,10 +3614,19 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i); }
- settings->ortho_fog = 0; if (!state->render_states[WINED3D_RS_FOGENABLE]) settings->fog_mode = WINED3D_FFP_VS_FOG_OFF; else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
- { settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
if (state->transforms[WINED3D_TS_PROJECTION].u.m[0][3] == 0.0f
&& state->transforms[WINED3D_TS_PROJECTION].u.m[1][3] == 0.0f
&& state->transforms[WINED3D_TS_PROJECTION].u.m[2][3] == 0.0f
&& state->transforms[WINED3D_TS_PROJECTION].u.m[3][3] == 1.0f)
settings->ortho_fog = 1;
- }
I'm going to guess "No, because the projection matrix is ignored.", but does this "feature" apply to transformed vertices as well?