From 639ea0f49c5c67354619ad84b3e94eb8f63785a5 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 7 Mar 2012 18:38:51 +0100 Subject: [PATCH] wined3d: Remove a transformed vertex loading hack in load_vertex_data(). This should never be used, we fall back to drawStridedSlow() for transformed vertices. --- dlls/wined3d/state.c | 28 +++++----------------------- 1 file changed, 5 insertions(+), 23 deletions(-) diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index a5d748a8f56..a26240af445 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -4318,29 +4318,11 @@ static void load_vertex_data(const struct wined3d_context *context, curVBO = e->data.buffer_object; } - /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord - handling for rhw mode should not impact screen position whereas in GL it does. - This may result in very slightly distorted textures in rhw mode. - There's always the other option of fixing the view matrix to - prevent w from having any effect. - - This only applies to user pointer sources, in VBOs the vertices are fixed up - */ - if (!e->data.buffer_object) - { - TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride, - e->data.addr + state->load_base_vertex_index * e->stride); - glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride, - e->data.addr + state->load_base_vertex_index * e->stride); - } - else - { - TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", - e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data.addr + state->load_base_vertex_index * e->stride); - glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data.addr + state->load_base_vertex_index * e->stride); - } + TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", + e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, + e->data.addr + state->load_base_vertex_index * e->stride); + glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, + e->data.addr + state->load_base_vertex_index * e->stride); checkGLcall("glVertexPointer(...)"); glEnableClientState(GL_VERTEX_ARRAY); checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)"); -- 2.11.4.GIT