On Tue, 5 Feb 2019 at 19:42, Paul Gofman gofmanp@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.