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List:       wine-devel
Subject:    =?windows-1252?Q?Re=3A_GSoC-2011=3A_Implement_Missing_Mesh_Funct?=
From:       Stefan_Dösinger <stefandoesinger () gmx ! at>
Date:       2011-07-28 14:01:38
Message-ID: 6304D188-1991-4246-8508-F5CAA2C29F30 () gmx ! at
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Am 26.07.2011 um 11:29 schrieb Michael Mc Donnell:
> > Duplicating the code for 16 and 32 bit indices looks a bit ugly. Maybe you can \
> > use inline functions to read and write values from the proper buffer? The other \
> > possibility, which the ddraw blitting code uses is to write a sort of template as \
> > a macro and then generate both versions, but I don't like that idea.
> 
> Yes I agree it's ugly. I've added the functions read_ib and write_ib
> to handle 32 bit indices. Does that look like a good solution to you
> too?
Looks OK to me.

> > Wrt the D3DDECLTYPE epsilon, it may be more efficient to scale the epsilon and \
> > calculate the diff and comparison as UBYTEs rather than floats. You'll need the \
> > diff functions for the other types like *BYTE*, *SHORT* anyway. Also tests would \
> > be helpful here, especially how the epsilon is treated in normalized values like \
> > D3DCOLOR and UBYTE4N and how it is treated in non-normalized values like UBYTE4.
> 
> Ok I'll look into that and get back to you later.
> 
> > Wrt the usage/index fields, what happens when a combination that isn't supported \
> > by the fixed function pipeline is used, e.g. NORMAL3 or POSITION5? Those are \
> > valid in a vertex declaration and can be used with shaders.
> 
> It works because the code does not check the UsageIndex field, except
> for differentiating between DIFFUSE and SPECULAR. I've added test 13
> that shows this (tested on Windows 7 and Linux).
You may still get into trouble with something like TEXCOORD10

I'd recommend to change test 13(or add a new one) that tests a TEXCOORD > 7 and COLOR \
> 1


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