wined3d: Fixed some typos and prevented divide by 0.
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@ -3502,7 +3502,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
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{
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/*
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* POINTSCALEENABLE controls how point size value is treated. If set to
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* true, the point size is scaled with repsect to height of viewport.
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* true, the point size is scaled with respect to height of viewport.
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* When set to false point size is in pixels.
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*
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* http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
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@ -3510,28 +3510,31 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDE
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/* Default values */
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GLfloat att[3] = {1.0f, 0.0f, 0.0f};
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/*
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* Minium valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
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* Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
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* This means that OpenGL will clamp really small point sizes to 1.0f.
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* To correct for this we need to multiply by the scale factor when sizes
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* are less than 1.0f. scale_factor = 1.0f / point_size.
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*/
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GLfloat pointSize = *((float*)&This->stateBlock->renderState[D3DRS_POINTSIZE]);
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GLfloat scaleFactor;
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if(pointSize < 1.0f) {
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scaleFactor = pointSize * pointSize;
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} else {
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scaleFactor = 1.0f;
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}
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if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
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att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
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(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
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att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
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(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
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att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
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(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
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GLfloat pointSize = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSIZE]);
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if(pointSize > 0.0f) {
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GLfloat scaleFactor;
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if(pointSize < 1.0f) {
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scaleFactor = pointSize * pointSize;
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} else {
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scaleFactor = 1.0f;
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}
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if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
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att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
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(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
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att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
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(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
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att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
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(This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
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}
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}
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if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
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