Fix comment in ZfromZproj.

Fix missing path in lighting code.
Move some OpenGL fog init to the right place.
This commit is contained in:
Christian Costa 2003-02-12 01:11:17 +00:00 committed by Alexandre Julliard
parent 3268097dcd
commit f21887f431
1 changed files with 6 additions and 5 deletions

View File

@ -683,7 +683,7 @@ static float ZfromZproj(IDirect3DDeviceImpl *This, D3DVALUE Zproj)
c = This->proj_mat->_43;
d = This->proj_mat->_44;
/* We have in homogenous coordinates Z' = a * Z + c and W' = b * Z + d
* So in non homogenous coordinates we have Zproj = (a * Z + b) / (c * Z + d)
* So in non homogenous coordinates we have Zproj = (a * Z + c) / (b * Z + d)
* And finally Z = (d * Zproj - c) / (a - b * Zproj)
*/
return (d*Zproj - c) / (a - b*Zproj);
@ -710,7 +710,7 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
glThis->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(This);
}
if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {glHint(GL_FOG_HINT,GL_NICEST);
if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {
if (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1] != D3DFOG_NONE) {
switch (This->state_block.render_state[D3DRENDERSTATE_FOGTABLEMODE - 1]) {
case D3DFOG_LINEAR: glFogi(GL_FOG_MODE,GL_LINEAR); break;
@ -734,10 +734,10 @@ static void draw_primitive_handle_GL_state(IDirect3DDeviceImpl *This,
glDisable(GL_FOG);
/* Handle the 'no-normal' case */
if (vertex_lit == TRUE)
glDisable(GL_LIGHTING);
else if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)
if ((vertex_lit == FALSE) && (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE))
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
/* Handle the code for pre-vertex material properties */
if (vertex_transformed == FALSE) {
@ -2266,6 +2266,7 @@ d3ddevice_create(IDirect3DDeviceImpl **obj, IDirect3DImpl *d3d, IDirectDrawSurfa
ENTER_GL();
TRACE(" current context set\n");
glHint(GL_FOG_HINT,GL_NICEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDrawBuffer(buffer);