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. This is because they don't actually use the vertex blending, but produce unrecognised (by Wine) vertex data if the capability isn't there. -- ----------------------------------------------------------- Paul "TBBle" Hampson, B.Sc, LPI, MCSE Very-later-year Asian Studies student, ANU The Boss, Bubblesworth Pty Ltd (ABN: 51 095 284 361) paul.hamp...@pobox.com Of course Pacman didn't influence us as kids. If it did, we'd be running around in darkened rooms, popping pills and listening to repetitive music. -- Kristian Wilson, Nintendo, Inc, 1989 License: http://creativecommons.org/licenses/by/2.5/au/ -----------------------------------------------------------
pgpEVVs3qKqpC.pgp
Description: PGP signature