- fix caps filling to be more in line with what we support
- optimize a little bit the DrawPrimitive function
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@ -192,9 +192,22 @@ static void fill_opengl_caps(D3DDEVICEDESC *d1)
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d1->dwMinStippleHeight = 1;
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d1->dwMaxStippleWidth = 32;
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d1->dwMaxStippleHeight = 32;
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d1->dwMaxTextureRepeat = 16;
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d1->dwMaxTextureAspectRatio = 1024;
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d1->dwMaxAnisotropy = 0;
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d1->dvGuardBandLeft = 0.0;
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d1->dvGuardBandRight = 0.0;
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d1->dvGuardBandTop = 0.0;
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d1->dvGuardBandBottom = 0.0;
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d1->dvExtentsAdjust = 0.0;
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d1->dwStencilCaps = 0; /* TODO add proper caps according to what OpenGL can do */
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d1->dwFVFCaps = D3DFVFCAPS_DONOTSTRIPELEMENTS | 1;
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d1->dwTextureOpCaps = 0; /* TODO add proper caps according to OpenGL multi-texture stuff */
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d1->wMaxTextureBlendStages = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
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d1->wMaxSimultaneousTextures = 1; /* TODO add proper caps according to OpenGL multi-texture stuff */
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}
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#if 0 /* TODO : fix this... */
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#if 0 /* TODO : fix this and add multitexturing and other needed stuff */
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static void fill_device_capabilities(IDirectDrawImpl* ddraw)
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{
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x11_dd_private *private = (x11_dd_private *) ddraw->d->private;
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@ -601,8 +614,11 @@ inline static void draw_primitive(IDirect3DDeviceGLImpl *glThis, DWORD maxvert,
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/* Puts GL in the correct lighting mode */
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if (glThis->vertex_type != d3dvt) {
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if (glThis->vertex_type == D3DVT_TLVERTEX) {
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/* Need to put the correct transformation again */
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if ((glThis->vertex_type == D3DVT_TLVERTEX) &&
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(d3dvt != D3DVT_TLVERTEX)) {
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/* Need to put the correct transformation again if we go from Transformed / Lighted
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vertices to non-transfromed ones.
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*/
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((float *) glThis->world_mat);
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glMatrixMode(GL_PROJECTION);
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@ -625,14 +641,16 @@ inline static void draw_primitive(IDirect3DDeviceGLImpl *glThis, DWORD maxvert,
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GLdouble height, width, minZ, maxZ;
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TRACE("Transformed - Lighted Vertex\n");
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/* First, disable lighting */
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glDisable(GL_LIGHTING);
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if (glThis->vertex_type != D3DVT_TLVERTEX) {
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/* First, disable lighting */
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glDisable(GL_LIGHTING);
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/* Then do not put any transformation matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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/* Then do not put any transformation matrixes */
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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}
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if (glThis->parent.current_viewport == NULL) {
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ERR("No current viewport !\n");
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