wined3d: Correctly handle normalized vertex declaration data types.
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@ -132,13 +132,13 @@ static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
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{WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
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{WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
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{WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
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{WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
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{WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
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{WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
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{WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
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{WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
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{WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
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{WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT , GL_FALSE ,sizeof(short int)},
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{WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
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{WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT , GL_FALSE ,sizeof(short int)}};
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