d3dx9: Report usage of unsupported sprite flags.
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@ -219,7 +219,6 @@ static HRESULT WINAPI ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface, DWORD flags)
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if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
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if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
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/* TODO: Implement flags:
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/* TODO: Implement flags:
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D3DXSPRITE_ALPHABLEND: enables alpha blending
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D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
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D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
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D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
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D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
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D3DXSPRITE_OBJECTSPACE: do not change device transforms
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D3DXSPRITE_OBJECTSPACE: do not change device transforms
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@ -227,6 +226,15 @@ D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
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D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
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D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
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D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
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D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
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*/
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*/
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/* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
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if(flags & (D3DXSPRITE_BILLBOARD |
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D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
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D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
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FIXME("Flags unsupported: %#x\n", flags);
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/* These flags should only matter to performances */
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else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
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TRACE("Flags unsupported: %#x\n", flags);
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if(This->vdecl==NULL) {
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if(This->vdecl==NULL) {
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static const D3DVERTEXELEMENT9 elements[] =
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static const D3DVERTEXELEMENT9 elements[] =
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{
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{
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