2009/1/26 Paul TBBle Hampson <paul.hamp...@pobox.com>: > On Mon, Jan 26, 2009 at 09:16:12AM +0100, Henri Verbeet wrote: >> 2009/1/25 Claudio Ciccani <k...@users.sf.net>: > >>> + WORD vertexBlendSW : 1; /* vertexBlend software fallback >>> used */ > >> I'm not sure we want to implement vertex blending in software in the >> first place (rather than through a shader), but you can't just add a >> bitfield here without changing the padding. > > I can't speak towards the bitfield part, but implementing vertex > blending in software will magically make a few games (two that I know > of, Warhammer Online and Everquest) work without patching, and without > passing through drawStridedSlow. > Sure, but so does just faking the device caps.
- Re: D3D: Implement vertex blending in drawStridedSlow Henri Verbeet
- Re: D3D: Implement vertex blending in drawStridedS... Paul TBBle Hampson
- Re: D3D: Implement vertex blending in drawStri... Henri Verbeet
- Re: D3D: Implement vertex blending in draw... Paul TBBle Hampson
- Re: D3D: Implement vertex blending in ... Henri Verbeet
- Re: D3D: Implement vertex blendin... Paul TBBle Hampson
- Re: D3D: Implement vertex ble... Henri Verbeet
- Re: D3D: Implement vertex... Claudio Ciccani
- Re: D3D: Implement vertex... Henri Verbeet
- Re: D3D: Implement vertex... Paul TBBle Hampson
- Re: D3D: Implement vertex blending in drawStridedS... David Adam
- Re: Re: D3D: Implement vertex blending in draw... Claudio Ciccani
- Re: Re: Re: D3D: Implement vertex blending... Claudio Ciccani