wined3d: Update GLSL vertex pipe replacement TODO comment.
It turns out most of that has been implemented since the comment was originally written.
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@ -8111,19 +8111,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
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};
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/* TODO:
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* - This currently depends on GL fixed function functions to set things
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* like light parameters. Ideally we'd use regular uniforms for that.
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* - In part because of the previous point, much of this is modelled after
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* GL fixed function, and has much of the same limitations. For example,
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* D3D spot lights are slightly different from GL spot lights.
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* - We can now implement drawing transformed vertices using the GLSL pipe,
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* instead of using the immediate mode fallback.
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* - Similarly, we don't need the fallback for certain combinations of
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* material sources anymore.
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* - Implement vertex tweening.
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* - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
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* attribute arrays in load_tex_coords().
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* - Per-vertex point sizes. */
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* - Implement vertex tweening. */
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const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
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{
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glsl_vertex_pipe_vp_enable,
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