Oliver Stieber wrote:
Hi, This patch fixes the allocation size of some matrix, matrix multiplication errors and and error in lrp for software shaders.
That seems fine, but... what I don't understand is:
+typedef FLOAT D3DMATRIX34[3][4];
Dimension 1 is of size 3, Dimension 2 is of size 4
void pshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; - d->y = mat[2][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; + d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; d->w = mat[3][0] * s0->x + mat[3][1] * s0->y + mat[3][2] * s0->z;
...and here you're writing to a matrix that has 4 rows and 3 columns... (as opposed to 3 rows and 4 columns).
It's the same for 3x2, 3x4, and 4x3. ============
Another comment: What's s3 in lrp, and why isn't it used?