d3d8: Fixed point sprite scaling when size < 1.0f.

This commit is contained in:
Vitaly Budovski 2006-02-04 17:14:38 +01:00 committed by Alexandre Julliard
parent ecacc1ebcb
commit d68f7a68c0
1 changed files with 18 additions and 3 deletions

View File

@ -2987,13 +2987,28 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
/* Default values */
GLfloat att[3] = {1.0f, 0.0f, 0.0f};
/*
* Minium valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
* This means that OpenGL will clamp really small point sizes to 1.0f.
* To correct for this we need to multiply by the scale factor when sizes
* are less than 1.0f. scale_factor = 1.0f / point_size.
*/
GLfloat pointSize = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSIZE]);
GLfloat scaleFactor;
if(pointSize < 1.0f) {
scaleFactor = pointSize * pointSize;
} else {
scaleFactor = 1.0f;
}
if(This->StateBlock->renderstate[D3DRS_POINTSCALEENABLE]) {
att[0] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_A]) /
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height);
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height * scaleFactor);
att[1] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_B]) /
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height);
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height * scaleFactor);
att[2] = *((float*)&This->StateBlock->renderstate[D3DRS_POINTSCALE_C]) /
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height);
(This->StateBlock->viewport.Height * This->StateBlock->viewport.Height * scaleFactor);
}
if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {