wined3d: Some point sprite fixes.

This commit is contained in:
Stefan Dösinger 2007-06-17 00:26:17 +02:00 committed by Alexandre Julliard
parent 97b1d0692c
commit a3854be0b3
2 changed files with 12 additions and 24 deletions

View File

@ -206,6 +206,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
GLXFBConfig *cfgs = NULL;
GLXContext ctx = NULL, oldCtx;
WineD3DContext *ret = NULL;
int s;
TRACE("(%p): Creating a %s context for render target %p\n", This, win ? "onscreen" : "offscreen", target);
@ -368,8 +369,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
checkGLcall("glEnable(GL_WEIGHT_SUM_UNITY_ARB)");
}
if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
int s;
glEnable(GL_TEXTURE_SHADER_NV);
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
@ -382,6 +381,13 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
}
}
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
for(s = 0; s < GL_LIMITS(textures); s++) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
}
}
if(oldDrawable && oldCtx) {
glXMakeCurrent(display, oldDrawable, oldCtx);

View File

@ -1315,9 +1315,6 @@ static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
}
static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
unsigned int i;
int val;
/* TODO: NV_POINT_SPRITE */
if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
TRACE("Point sprites not supported\n");
@ -1325,26 +1322,11 @@ static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
val = GL_TRUE;
glEnable(GL_POINT_SPRITE_ARB);
checkGLcall("glEnable(GL_POINT_SPRITE_ARB)\n");
} else {
val = GL_FALSE;
}
for (i = 0; i < GL_LIMITS(textures); i++) {
/* Note the WINED3DRS value applies to all textures, but GL has one
* per texture, so apply it now ready to be used!
*/
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
} else if (i==1) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
break;
}
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, val);
checkGLcall((val?"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE)":
"glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE)"));
glDisable(GL_POINT_SPRITE_ARB);
checkGLcall("glDisable(GL_POINT_SPRITE_ARB)\n");
}
}