Commit Graph

23 Commits

Author SHA1 Message Date
Jason Edmeades 02f3df3988 Windows never reports 24 bit colours, and some games fail to work
unless in specific modes. Report 16bit colour for 24bit modes.
2003-04-20 02:43:05 +00:00
Jason Edmeades 5abc0654b5 Correct device capabilites including support in previous patch, as
well as making the texture operations capabilities more accurate.
2003-04-19 20:33:23 +00:00
Jason Edmeades 55e85807f8 Add DotProduct3 support if supported by opengl. 2003-04-19 20:30:58 +00:00
Christian Costa 7f1250e5cf Handle creation of a depth/stencil buffer when creating a device.
Implement IDirect3D8DeviceImpl_GetDepthStencilBuffer.
2003-04-17 02:16:07 +00:00
Christian Costa 074d293c85 Increase MaxStreams to 2 in CAPS. 2003-04-13 01:03:05 +00:00
Jason Edmeades 043680c140 Correct some capabilities, and default others to fully supported for
now.
2003-02-01 00:35:36 +00:00
Raphael Junqueira 92155f158f - Defer of IDirect3DVertexShader_SetConstant, waiting for
DrawPrimitive call.
- Beginning of VertexShader constants support into stateblock (only
  stored, not captured yet).
- Fix compiation with nivdia GL/gl.h and mesa Gl/glext headers as
  reported by Andrew John Hughes.
- One glActiveTexture/glActiveTextureARB missing.
2003-01-30 00:18:27 +00:00
Raphael Junqueira 4b0297d894 Some needed cleanups for future dx9 and d3d common layer support:
- stateblocks to IDirect3DStateBlockImpl interface and moving into
    a new file (stateblock.c)
  - shaders to IDirect3D*ShaderImpl interfaces
  - splitting vshader and vshader declaration as in dx9 into 2
    interfaces (for future common layer use)
  - vshader declaration code to a new file (vsaderdeclaration.c)
  - device calls to new interfaces (redirect stubs)
Simple texture fix for a little regression after last Jason's patches.
Some caps code using the GL/glext.h defines (GL_VERSION_*).
2003-01-28 01:12:23 +00:00
Jason Edmeades 5840a1bffc Use device max lights and clipplane support. Also change clipplane to
be affected by view matrix.
2003-01-23 22:38:51 +00:00
Raphael Junqueira 9e43683316 - beginning of vertex matrix blending using extensions (currently
alpha alpha stage as i haven't understand needed extension behavior)
- modify SetRenderState for matrix blending specific params
- by default diffuse color is white ;)
- comments most of the traces (else flood ...)
- add more urls in comments
- indent, cleanups
2003-01-14 23:12:37 +00:00
Raphael Junqueira 72fb7acf8d Beginning of more COM compliant behavior:
- AddRef/Release where needed
- use IUnknown* instead void*
- fix many GetDevice using AddRef
- fix IDirect3DSurface8Impl_GetContainer using QueryInterface
2003-01-14 23:05:39 +00:00
Jason Edmeades bcb05fd43e Add support for some of the texture address states and border colour. 2003-01-14 22:50:00 +00:00
Dimitrie O. Paun 297f3d898d Define NONAMELESS{STRUCT,UNION} explicitly in the files that need them. 2003-01-07 20:36:20 +00:00
Raphael Junqueira 559b10699f - integration with DrawPrimitive
- remove non-esthetic c++ comments into c comments block ;)
- more more debug
- indent, cleanups
- trying to use DIFFUSE and SPECULAR for vertex shader
- many fixes
- integration with Jason's texture patch
2003-01-02 17:59:01 +00:00
Jason Edmeades 13ee7cd154 Query opengl to ensure it supports multitexture, and honour the number
of supported texture units. Especially important for NVidia drivers
which only support 2 texture units.
2002-12-23 01:34:59 +00:00
Raphael Junqueira 1df8f18e46 - some fixes in CreateDevice init
- vertex shader declaration parser (with output dump) and
   interpretation (generate the FVF descriptor for program input)
 - vertex shader program parser (with output dump)
 - software vertex shader program emulation
2002-12-18 05:05:41 +00:00
Raphael Junqueira e31ae92630 - some D3D8 fixes
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
  DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
  the core header)
2002-12-17 01:15:15 +00:00
Jason Edmeades ca6bcdcc99 - Stencil mapping now works (it helps to actually allocate a stencil
buffer).
- Texture mapping corrected if no real texture bound.
- Code now detects which opengl extensions are present - to be
  extended later.
- More debug tracepoints.
2002-11-06 19:56:32 +00:00
Jason Edmeades ec7155b608 - Initialize the texture state information.
- Add dummy textures so texture operations which dont reference the
  texture can work.
- Support 2d and 3d textures properly.
- Reapply the texture state information as textures get set, as opengl
  stores the state along with the bound texture whereas directx uses the
  current state information during the draw stage.
- 3rd attempt to sort out lighting, for programs which dont set normals.
- Temporarily silence some unnecessary fixmes.
2002-10-28 19:00:23 +00:00
Jason Edmeades 99cd0de7d9 Add the basic support for volume textures / volumes (3d textures). 2002-10-21 18:21:59 +00:00
Alexandre Julliard b34fb35b31 Fixed warnings caused by conversion to -DSTRICT. 2002-10-18 23:48:57 +00:00
Jason Edmeades 9240bc3fbe Various fixes, typos corrected and clarifying trace points. 2002-10-07 18:24:28 +00:00
Jason Edmeades 26258ce06a Initial D3D8 implementation. 2002-09-27 22:46:16 +00:00