> On 5/19/06, Jacob Peters <[EMAIL PROTECTED]> wrote:
> > ChangeLog: I implemented more renderstates in device.c function 
> > IWineD3DDeviceImpl_SetRenderState()
> > 
> > I added a few render states called by d3d8 demo app "mshdribl.exe", the 
> > one in the wiki.
> > changed "glBlendEquation()" to "glBlendEquationEXT()" so I don't
> conflict 
> > with opengl <2.0
> > 
>  I forgot to attach the diff sorry

Atleast you shouldn't call glBlendFuncSeparateEXT directly but call it using 
GL_EXTCALL as only modern opengl libraries like Nvidia's export this function. 
Second I'm not sure if your patch is correct. How did you get that demo app 
working, it won't start here? (it complains that it can't find any compatible 
direct3d devices) I want to see what other render states it uses, I guess it 
might be used D3DRS_SRCBLENDALPHA/DESTBLENDALPHA and friends. A while ago I 
submitted a patch for it but it wasn't accepted (I will clean it up this 
weekend). http://www.winehq.org/pipermail/wine-patches/2005-November/021821.html

Regards,
Roderick Colenbrander

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