2011/1/31 Stefan Dösinger :
> Am 31.01.2011 um 17:08 schrieb Matteo Bruni:
>> The attached patch should follow your idea, does it look right? FWIW,
>> I can't see any 1-pixel offset in The Sims 3 with this patch. Yes, I
>> know that's not how it should be tested...
> Looks OK on first sight. Does i
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Am 31.01.2011 um 17:08 schrieb Matteo Bruni:
> The attached patch should follow your idea, does it look right? FWIW,
> I can't see any 1-pixel offset in The Sims 3 with this patch. Yes, I
> know that's not how it should be tested...
Looks OK on first
2011/1/31 Stefan Dösinger :
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> Am 31.01.2011 um 15:57 schrieb Henri Verbeet:
>
>> On 31 January 2011 15:45, Stefan Dösinger wrote:
>>>
>>> If we change the shader code to write gl_ClipVertex and result.clip before
>>> applying the y inversion t
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Am 31.01.2011 um 15:57 schrieb Henri Verbeet:
> On 31 January 2011 15:45, Stefan Dösinger wrote:
>>
>> If we change the shader code to write gl_ClipVertex and result.clip before
>> applying the y inversion then we should be able to avoid this. Tha
On 31 January 2011 15:45, Stefan Dösinger wrote:
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> Am 31.01.2011 um 15:13 schrieb Matteo Bruni:
>
>> It should fix http://bugs.winehq.org/show_bug.cgi?id=25877
>> <0001-wined3d-Update-clip-planes-when-switching-to-from-offs.txt>
> If we change
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Am 31.01.2011 um 15:13 schrieb Matteo Bruni:
> It should fix http://bugs.winehq.org/show_bug.cgi?id=25877
> <0001-wined3d-Update-clip-planes-when-switching-to-from-offs.txt>
If we change the shader code to write gl_ClipVertex and result.clip before