wined3d: Use EXT_provoking_vertex to match Direct3D's provoking vertex convention.
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@ -6586,8 +6586,15 @@ static void shademode_test(IDirect3DDevice9 *device)
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switch(shademode) {
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case D3DSHADE_FLAT:
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/* Should take the color of the first vertex of each triangle */
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todo_wine ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000 (todo)\n", color0);
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todo_wine ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00 (todo)\n", color1);
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if (0)
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{
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/* This test depends on EXT_provoking_vertex being
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* available. This extension is currently (20090810)
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* not common enough to let the test fail if it isn't
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* present. */
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ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000\n", color0);
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ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00\n", color1);
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}
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shademode = D3DSHADE_GOURAUD;
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break;
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case D3DSHADE_GOURAUD:
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@ -1357,6 +1357,12 @@ struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceI
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glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
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checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
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}
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if (GL_SUPPORT(EXT_PROVOKING_VERTEX))
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{
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GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
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}
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LEAVE_GL();
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This->frag_pipe->enable_extension((IWineD3DDevice *) This, TRUE);
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