Hello
Thank you for the feedback, Rico.
But, there is a problem with this patch. Native d3dx9 does not call GenerateAdjacency. It hardcodes the adjacency. That is proved by the case D3DXCreateSpehere(device, 0.0f, 10,10,adjacency) where native gives different result using GenerateAdjacency or not. I need thinking more how to hardcode adjacency.
The side effect is to show there is a bug in our built-in GenerateAdjacency
Nozomi
De : Rico Schüller <kgbricola@web.de>
À : Nozomi Kodama <nozomi.kodama@yahoo.com>
Cc : wine-devel@winehq.org
Envoyé le : Vendredi 21 juin 2013 23h24
Objet : Re: d3dx9: Implement adjacency in D3DXCreateSphere
On 20.06.2013 21:25, Nozomi
Kodama wrote:
> + if (adjacency)
> + {
> + DWORD *buffer, size;
> + ID3DXBuffer *temp;
> +
> + size = 3 * sphere->lpVtbl->GetNumFaces(sphere) * sizeof(DWORD);
> + hr = D3DXCreateBuffer(size, &temp);
> + if (hr != D3D_OK)
> + return hr;
> +
> + buffer = (DWORD *)(ID3DXBuffer_GetBufferPointer(temp));
Are the outer parentheses needed? Is the cast needed?
> + hr = sphere->lpVtbl->GenerateAdjacency(sphere, -0.000001f, buffer);
> + if (hr != D3D_OK)
> + return hr;
This may leak the temp ID3DXBuffer in the error
case.
Cheers
Rico