http://source.winehq.org/git/?p=wine.git;a=commit;h=2122026713baa31809318160...
This patch breaks most of the DirectX 8 SDK Direct3D samples (Billboard, ClipMirror, Cull, etc.). It seems like most of the samples that use Shaders work fine, but those that don't are broken (misplaced vertices, etc.).
Am Dienstag 27 Juni 2006 04:08 schrieb Jason Green:
http://source.winehq.org/git/?p=wine.git;a=commit;h=2122026713baa3180931816 07db79d7577f728e9
This patch breaks most of the DirectX 8 SDK Direct3D samples (Billboard, ClipMirror, Cull, etc.). It seems like most of the samples that use Shaders work fine, but those that don't are broken (misplaced vertices, etc.).
I have done a quick test with the Billboard demo, and I can confirm that it is broken :-( Apparently the terrain is broken, and the vertex buffer containing it is created by native d3dxof.dll. Looks like this dll is doing something I didn't expect :-\
Am Dienstag 27 Juni 2006 04:08 schrieb Jason Green:
http://source.winehq.org/git/?p=wine.git;a=commit;h=2122026713baa3180931816 07db79d7577f728e9
This patch breaks most of the DirectX 8 SDK Direct3D samples (Billboard, ClipMirror, Cull, etc.). It seems like most of the samples that use Shaders work fine, but those that don't are broken (misplaced vertices, etc.).
Apparently(and according to the msdn) vertex buffers can be locked multiple times( lock->lock->...->lock ->unlock->...->unlock->unlock). The some d3d helper lib does that and it fools the vbo loading code. I'll send a fix+test for that.