On 3 February 2017 at 20:02, Guillaume Charifi guillaume.charifi@sfr.fr wrote:
Le 03/02/2017 à 14:30, Henri Verbeet a écrit :
I'm not sure this really makes sense in wined3d, in OpenGL the primitive type and control point count are separate.
Yes, it's true, but it must be declared somewhere, and the corresponding union in D3D11 is D3D11_PRIMITIVE_TOPOLOGY, that contains them all together. Moreover I get GL_PATCHES out of them in gl_primitive_type_from_d3d(), to draw with tessellation shaders.
It depends somewhat on how it's all going to fit together in the end, but I'm inclined to say the control point count should just be a separate parameter to wined3d_device_set_primitive_type().