diff --git a/dlls/ddraw/d3ddevice/mesa.c b/dlls/ddraw/d3ddevice/mesa.c index 2c9f9d156d4..e69e963ab7c 100644 --- a/dlls/ddraw/d3ddevice/mesa.c +++ b/dlls/ddraw/d3ddevice/mesa.c @@ -3350,12 +3350,17 @@ d3ddevice_set_ortho(IDirect3DDeviceImpl *This) height = This->surface->surface_desc.dwHeight; /* The X axis is straighforward.. For the Y axis, we need to convert 'D3D' screen coordinates - to OpenGL screen coordinates (ie the upper left corner is not the same). - For Z, the mystery is what should it be mapped to ? Ie should the resulting range be between - -1.0 and 1.0 (as the X and Y coordinates) or between 0.0 and 1.0 ? */ + * to OpenGL screen coordinates (ie the upper left corner is not the same). + */ trans_mat[ 0] = 2.0 / width; trans_mat[ 4] = 0.0; trans_mat[ 8] = 0.0; trans_mat[12] = -1.0; trans_mat[ 1] = 0.0; trans_mat[ 5] = -2.0 / height; trans_mat[ 9] = 0.0; trans_mat[13] = 1.0; +#if 0 + /* It has been checked that in Messiah, which mixes XYZ and XYZRHZ vertex format in the same scene, + * that the Z coordinate needs to be given to GL unchanged. + */ trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 2.0; trans_mat[14] = -1.0; +#endif + trans_mat[ 2] = 0.0; trans_mat[ 6] = 0.0; trans_mat[10] = 1.0; trans_mat[14] = 0.0; trans_mat[ 3] = 0.0; trans_mat[ 7] = 0.0; trans_mat[11] = 0.0; trans_mat[15] = 1.0; ENTER_GL();