Stefan Dösinger (@stefan) commented about dlls/d3d9/tests/visual.c:
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *(DWORD*)(&start));
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *(DWORD*)(&end));
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
- ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ff00ff);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
This looks redundant, you never use D3DTA_TFACTOR (or any fixed function fragment processing, beyond passing through the diffiuse color)