> On 3/4/06, Roderick Colenbrander <[EMAIL PROTECTED]> wrote: > > Right now d3d8's SetVertexShader is disabled because d3d8 shaders don't > work > > using wined3d yet. Last week I experimented a bit with it and I managed > to > > get some simple vertex shader examples working (for instance > > http://www.codesampler.com/source/dx8_vs11_shader_simple.zip and the > dolphin > > sample from sdk although with small issues). If I run bigger apps like > > 3dmark2001 and others there are huge drawing issues. I'm not very > familiar > > with the shader/drawing code (and vertex shaders in general) so it is > very > > difficult for me to debug. You can try the patch attached to this email > but > > it is far from complete. If you or someone else with enough experience > can > > look at it, you're welcome as my time is limited. > > Thanks for the patch and info Roderick. > > I'll take a look and see if I can get things working a bit better. > Using your patch and the old d3d8 code I hope to whip something > together.
I installed AOM (trial) here and I think the issue is related to the FVF. The function initializeFVF is only partially implemented and in case of the new code with my patch I see values '0x1c4 / 0x2' while using the old code I see other values too (0x112, 0x2d2, 0x212, 0x152). So I think we should look there and check what the old code did. (the code is quite differently) Roderick -- "Feel free" mit GMX FreeMail! Monat für Monat 10 FreeSMS inklusive! http://www.gmx.net
