Oliver Stieber <oliver_stieber <at> yahoo.co.uk> writes:
Your right the mipmap level should only ever need to be set once, just after the texture is created. The problem is that this doesn't seem to work, at least with ATIs drivers this demo (http://www.codesampler.com/dx9src/dx9src_3.htm#dx9_texture_filtering) fails, along with many games and demos without some weird code. This is one of the two regression problems that are preventing d3d8-wined3d wrapper and evict managed resources from being checked in.
I'd say check it in anyways... if you are worried about breakage on ATI machines, you could always check the gl_vendor and skip the code that causes problems on ATI machines.
Again, I'm fairly sure that there are some things that don't work without reapplying the states all the time. The last time I looked at this was just after the last big patch I put out so I can't quite remember which demos/games didn't work.
I'll test these on my ATI machines and check to see if these work-arounds are still valid/needed. If there are any bugs or issues with ATI's driver, please let me know the details and I'll communicate them to ATI.
I'm just about to start tidying up directx.c, or at least the supported formats bit of directx.c and then I was going to tidyup drawprim a bit. What is the expected coding style, I just coppied that one that was being used.
That would be great. If there is anything you'd like to delegate to me just let me know... maybe I'll start with a clean up of device.c. The only thing that really bothers me, style-wise, is the line length of some of the code. But wine doesn't seem to really have any style guidelines so I guess I'll have to live with this for now.
Regards, Aric