Raphaël Junqueira fenix@club-internet.fr writes:
Index: d3d8_private.h
RCS file: /home/wine/wine/dlls/d3d8/d3d8_private.h,v retrieving revision 1.26 diff -u -r1.26 d3d8_private.h --- d3d8_private.h 14 May 2003 19:33:35 -0000 1.26 +++ d3d8_private.h 17 May 2003 15:32:24 -0000 @@ -55,10 +55,11 @@ #include "d3d8.h"
/* Device caps */ +#define MAX_PALETTES 256 #define MAX_STREAMS 16 #define MAX_ACTIVE_LIGHTS 8 #define MAX_CLIPPLANES D3DMAXUSERCLIPPLANES -#define MAX_LEVELS 256 +#define MAX_LEVELS 256
/* Other useful values */ #define HIGHEST_RENDER_STATE 174 @@ -272,13 +273,16 @@ float lightPosn[MAX_ACTIVE_LIGHTS][4]; float lightDirn[MAX_ACTIVE_LIGHTS][4];
- /* palettes texture management */
- PALETTEENTRY palettes[MAX_PALETTES][256];
- UINT currentPalette;
I applied the patch, but you will really need to allocate that thing dynamically. Reserving 256Kb for palette data is a bit too much (not to mention that MAX_PALETTES should be 65536 if I read the doc correctly).
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I applied the patch,
Thx
but you will really need to allocate that thing dynamically. Reserving 256Kb for palette data is a bit too much (not to mention that MAX_PALETTES should be 65536 if I read the doc correctly).
Well you are right (and i don't have used 65535 as few games will use more than 256 palettes textures)
I have done this way only temporary waiting to get palettes textures working. After that, i'll code pallette allocation on need (more better than a huge HeapAlloc of 655356 textures;) )
Regards, Raphael