wined3d: Correctly draw transformed and untransformed vertices in the same scene.

This commit is contained in:
Stefan Dösinger 2006-08-21 18:28:05 +02:00 committed by Alexandre Julliard
parent a96ef0bac8
commit d7f94bf7c9
2 changed files with 9 additions and 2 deletions

View File

@ -182,8 +182,13 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
width = This->stateBlock->viewport.Width;
minZ = This->stateBlock->viewport.MinZ;
maxZ = This->stateBlock->viewport.MaxZ;
if(!This->untransformed) {
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
} else {
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
}
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by half
@ -258,6 +263,7 @@ static void primitiveInitState(
} else {
/* Untransformed, so relies on the view and projection matrices */
This->untransformed = TRUE;
if (!useVS && (This->last_was_rhw || !This->modelview_valid)) {
/* Only reapply when have to */

View File

@ -513,6 +513,7 @@ typedef struct IWineD3DDeviceImpl
UINT alphafunc;
BOOL texture_shader_active; /* TODO: Confirm use is correct */
BOOL last_was_notclipped;
BOOL untransformed;
/* State block related */
BOOL isRecordingState;