On 12/03/07, H. Verbeet <[EMAIL PROTECTED]> wrote:
I've written a test for this, I'll send it tomorrow together with some
other patches.
Since this patch doesn't appear to have been applied yet, I can't
submit my test yet. I've attached it to this mail instead.
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dlls/d3d9/tests/visual.c |
On 11/03/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
But I cannot think of any good way to test this, so I
prefer to wait for an application to show up what can go wrong :-)
I've written a test for this, I'll send it tomorrow together with some
other patches.
> I adapted a Directx9 HLSL tutorial to display a black cubemap with one
> white line on one edge of one side and visually (by hand or better to say
> by eye) confirmed that the line is not "mirrored" on the opposite edge.
I'd say the patch is fine. Anything else but clamp to edge does not make sen
> Am Samstag 10 März 2007 15:02 schrieb Fabian Bieler:
> > This Patch forces GL_CLAMP_TO_EDGE on all cubemaps.
> >
> > I tested this on XP with some Radeon X1???.
> >
> > Also, this fixes some renderissues Half-Life 2.
> Say, does that fix the strange quad boarders like in this screenshot?
> http
Am Samstag 10 März 2007 15:02 schrieb Fabian Bieler:
> This Patch forces GL_CLAMP_TO_EDGE on all cubemaps.
>
> I tested this on XP with some Radeon X1???.
>
> Also, this fixes some renderissues Half-Life 2.
Say, does that fix the strange quad boarders like in this screenshot?
http://bugs.winehq.or