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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