Hello,
is there any problem with my d3dxcreatebox patch?
Thanks in advance for any feedback.
A+
David
2011/3/9 David Adam david.adam.cnrs@gmail.com:
Hello,
is there any problem with my d3dxcreatebox patch?
Thanks in advance for any feedback.
A+
David
Do you refer to http://source.winehq.org/patches/data/71983 ? I just had a cursory look at it: I presume there isn't anything fundamentally broken with your patch (you are forcing a particular vertex ordering, however that shouldn't be a problem for the D3DXCreateBox implementation) but, for sure, code style and formatting should be fixed. I know mesh.c is already quite bad in that regard, but that doesn't mean it needs more loose code. For example, in your patch there isn't a consistent usage of whitespace-after-comma, the same for spaces around operators or between the "if" and its condition. To compare expected and actual vertex data you should probably use the compare_vec3() function. Also, are "vertice", "normale" and "indice" Italian words? That doesn't look right. :) (also, the first vertex component is the position, not really "vertex")
Thanks for the feedback. What do you mean by "you are forcing a particular vertex ordering3"? I just test the vertex that D3DXCreateBox sent. I think it is not possible to choose the ordering of the vertices for D3DXCreateBox. Did I miss anything?
A+
David
2011/3/9 Matteo Bruni matteo.mystral@gmail.com
2011/3/9 David Adam david.adam.cnrs@gmail.com:
Hello,
is there any problem with my d3dxcreatebox patch?
Thanks in advance for any feedback.
A+
David
Do you refer to http://source.winehq.org/patches/data/71983 ? I just had a cursory look at it: I presume there isn't anything fundamentally broken with your patch (you are forcing a particular vertex ordering, however that shouldn't be a problem for the D3DXCreateBox implementation) but, for sure, code style and formatting should be fixed. I know mesh.c is already quite bad in that regard, but that doesn't mean it needs more loose code. For example, in your patch there isn't a consistent usage of whitespace-after-comma, the same for spaces around operators or between the "if" and its condition. To compare expected and actual vertex data you should probably use the compare_vec3() function. Also, are "vertice", "normale" and "indice" Italian words? That doesn't look right. :) (also, the first vertex component is the position, not really "vertex")
2011/3/10 David Adam david.adam.cnrs@gmail.com:
Thanks for the feedback. What do you mean by "you are forcing a particular vertex ordering3"?
I mean that you are testing the vertices of the mesh returned by D3DXCreateBox in the order generated by native d3dx9, while they could in general be in any order while still making up a box. That's not a problem in my opinion because our implementation (when it will be written :)) could generate the vertices with the same ordering without any issue.
I just test the vertex that D3DXCreateBox sent. I think it is not possible to choose the ordering of the vertices for D3DXCreateBox. Did I miss anything?
A+
David
2011/3/9 Matteo Bruni matteo.mystral@gmail.com
2011/3/9 David Adam david.adam.cnrs@gmail.com:
Hello,
is there any problem with my d3dxcreatebox patch?
Thanks in advance for any feedback.
A+
David
Do you refer to http://source.winehq.org/patches/data/71983 ? I just had a cursory look at it: I presume there isn't anything fundamentally broken with your patch (you are forcing a particular vertex ordering, however that shouldn't be a problem for the D3DXCreateBox implementation) but, for sure, code style and formatting should be fixed. I know mesh.c is already quite bad in that regard, but that doesn't mean it needs more loose code. For example, in your patch there isn't a consistent usage of whitespace-after-comma, the same for spaces around operators or between the "if" and its condition. To compare expected and actual vertex data you should probably use the compare_vec3() function. Also, are "vertice", "normale" and "indice" Italian words? That doesn't look right. :) (also, the first vertex component is the position, not really "vertex")
Matteo Bruni matteo.mystral@gmail.com writes:
2011/3/10 David Adam david.adam.cnrs@gmail.com:
Thanks for the feedback. What do you mean by "you are forcing a particular vertex ordering3"?
I mean that you are testing the vertices of the mesh returned by D3DXCreateBox in the order generated by native d3dx9, while they could in general be in any order while still making up a box. That's not a problem in my opinion because our implementation (when it will be written :)) could generate the vertices with the same ordering without any issue.
There's no reason for the tests to require that. Also, hardcoding the full list of vertices is ugly (and in the case of the teapot, clearly absurd).
2011/3/10 Alexandre Julliard julliard@winehq.org
Matteo Bruni matteo.mystral@gmail.com writes:
2011/3/10 David Adam david.adam.cnrs@gmail.com:
Thanks for the feedback. What do you mean by "you are forcing a
particular
vertex ordering3"?
I mean that you are testing the vertices of the mesh returned by D3DXCreateBox in the order generated by native d3dx9, while they could in general be in any order while still making up a box. That's not a problem in my opinion because our implementation (when it will be written :)) could generate the vertices with the same ordering without any issue.
There's no reason for the tests to require that. Also, hardcoding the full list of vertices is ugly (and in the case of the teapot, clearly absurd).
-- Alexandre Julliard julliard@winehq.org
Must I pick up only a few vertices and test them? Or I do not test the vertices returned by D3DXCreateBox
A+
David