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Hi,
I like this patchset. I can't find anything wrong in it, but Matteo knows the fixed function pipeline replacement better than I do, so I'll wait for his comments.
I tested it with various DirectX SDK samples (bend from dx7, SkinnedMesh and VertexBlend from dx8). It works very well, but I noticed a lighting oddity in SkinnedMesh. The lighting differs slightly between your code ("D3D non-indexed" option) and the test program's vertex shader or d3dx9's software vertex blending ("D3D indexed (VS)" / "Software Skinning"). This difference cannot be seen on Windows. I have attached screenshots.
Cheers, Stefan
Hi,
On Thu, Jul 2, 2015 at 10:18 AM, Stefan Dösinger stefandoesinger@gmail.com wrote:
I tested it with various DirectX SDK samples (bend from dx7, SkinnedMesh and VertexBlend from dx8). It works very well, but I noticed a lighting oddity in SkinnedMesh. The lighting differs slightly between your code ("D3D non-indexed" option) and the test program's vertex shader or d3dx9's software vertex blending ("D3D indexed (VS)" / "Software Skinning"). This difference cannot be seen on Windows. I have attached screenshots.
Thanks for testing. It seems that normals are simply transformed by modelview matrices. I've fixed this in try 2.
Cheers, Józef