Le 06/03/2018 à 22:53, Matteo Bruni a écrit :
2018-03-04 10:31 GMT-06:00 Zebediah Figura z.figura12@gmail.com:
diff --git a/dlls/d3dx9_36/texture.c b/dlls/d3dx9_36/texture.c index b81f3a1..8d8a70e 100644 --- a/dlls/d3dx9_36/texture.c +++ b/dlls/d3dx9_36/texture.c @@ -1919,3 +1919,12 @@ HRESULT WINAPI D3DXSaveTextureToFileInMemory(ID3DXBuffer **dst_buffer, D3DXIMAGE
return hr;
}
+HRESULT WINAPI D3DXComputeNormalMap(IDirect3DTexture9 *texture, IDirect3DTexture9 *src_texture,
const PALETTEENTRY *src_palette, DWORD flags, DWORD channel, FLOAT amplitude)
+{
- FIXME("texture %p, src_texture %p, src_palette %p, flags %#x, channel %u, amplitude %f stub.\n",
texture, src_texture, src_palette, flags, channel, amplitude);
- return D3D_OK;
+}
I guess this is for bug 38352? Do you know if it actually helps any of those games? Is the D3D_OK return necessary?
I'm a bit uncomfortable with the patch at the moment. Ideally I'd like an actual implementation with tests (or even just some tests), although that is maybe asking too much?
The patch in wine-staging was intended to prevent the crash in the gamestudio venice demo. D3D_OK (instead of E_NOTIMPL) was necessary iirc.