Am Dienstag 01 Mai 2007 13:17 schrieb H. Verbeet: > On 01/05/07, Robert Fairlie <[EMAIL PROTECTED]> wrote: > > Since iSize is only about a fifth of the window height, I would expect > > the arrow to be displayed at the bottom left of the window. but it's > > actually being displayed at the top left. The main part of the scene > > rendered with the first viewport settings is fine. > > > > The code does as expected in Windows, so I was wondering if anyone knows > > of any problems in this area. I'm also having problems with CD3DFont > > which I think might be related to this. > > Direct3D coordinates are flipped compared to GL coordinates, so it > certainly sounds like a something that could go wrong. You didn't > explicitly mention if you are rendering offscreen with the second > viewport as well, but I'm assuming you are. I corrected a number of problems with the viewport setup some time ago for shadow rendering in Half-Life 2 and Final Fantasy XI, but the shadows in hl2 aren't perfect yet, so I suspect some remaining problems. To narrow the issue down I need some more information: Are you using a vertex shader or not? Are you using pretransformed geometry? (D3DFVF_XYZRHW, or the equivalent vertex declaration flag). Are you using vertex blend weights? Those parameters affect the way the opengl transforms and the viewport is set up.
A test case would be useful, we could commit it to our wine test suit to avoid regressions once the problem is fixed. Otherwise I want to get detailed shadows in half-life 2 working properly soon, if you're lucky that fixes your bug too.
pgpEszURXuJLI.pgp
Description: PGP signature