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List: wine-devel
Subject: Re: WineD3D: Avoid wasting a shader constant
From: Stefan =?iso-8859-15?q?D=F6singer?= <stefandoesinger () gmx ! at>
Date: 2006-08-30 16:15:59
Message-ID: 200608301815.59951.stefandoesinger () gmx ! at
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Am Dienstag 29 August 2006 22:16 schrieb Stefan Dösinger:
> My previous half pixel correction patch loaded an extra row from the
> transform matrix into a new constant to access one float value, altough the
> already loaded 2nd row had 2 unused floats. This patch puts the x offset
> into the z value of the 2nd row and loads only that row. This doesn't look
> nice, but it doesn't require an additional shader parameter, so the
> constant is available for use by the game. Of course comments are added to
> document this :-)
Please do not apply this patch, I will send another patch which uses a real
uniform instead of abusing the projection matrix
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