Hi,

> > > Changelog:
> > >   - defined D3DCOLOR_B macros to access byte values of D3DCOLOR
> > >   - use D3DCOLOR macros instead of using shift + masks
> > >   - fix a bug where diffuse.lpData checked instead of specular.lpData
> > >   - implement color fixup on ARB VShader compilation code:
> > >      ->  on input parameters using swizzle
> > >      -> add is_color parameter on vshader_program_add_param
> >
> > The input swizzel needs to be an output swizzel because it should be
> > possible to use anything to generate a colour for output and not just the
> > input colours, that should also get around the is_colour problem.
>
> Having thought about it again the swizell need to be on the input, it
> shouldn't be too hard to work out which inputs need to be swizelled in the
> parser first pass.
>

i think the same :)
anyway i have added is_color on output_param if you want to try ... :p
(i think only a few few few games may have problems with that this sizzle on 
input params)

Regards,
Raphael

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