Ok I went back blew away my git tree and got the latest one out there...
I then did one patch apply using one of my patches... and started rethinking 
the way
I was doing? drawStridedSlow. Looking further into the code I found there was 
another 
function further down that did the switch but it was for another shader type 
not the one 
I am working on... it uses glVertexAttrib4svARB instead of 
glMultiTexCoord4NsvARB.
So I created a new inline function like the other (dont think it should be a 
inline but 
following the other convention). 

Now here is the question... 

In looking in drawprim in the function drawStridedSlow I came across this :

??????????????? int??? coordIdx = 
This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
??????????????? int texture_idx = This->texUnitMap[textureNo];
??????????????? float *ptrToCoords = NULL;
??????????????? float? s = 0.0, t = 0.0, r = 0.0, q = 0.0;

??????????????? if (coordIdx > 7) {
??????????????????? VTRACE(("tex: %d - Skip tex coords, as being system 
generated\n", textureNo));
??????????????????? continue;
??????????????? } else if (coordIdx < 0) {
??????????????????? FIXME("tex: %d - Coord index %d is less than zero, expect a 
crash.\n", textureNo, coordIdx);
??????????????????? continue;
??????????????? }


And as far as I can tell from that code it limits the total number texture 
coordinates to
8 max. I cant find anywhere in the dx9 docs where it says that it is a hard 
limit. I do 
see that it is based more on the video card limit than anything else... 

So the question is do we need this? If so why? so I understand...if not should 
I remove
as part off this patch or submit it as another?

Next Question :

Once I finish the texture patch I am working on do I do a git commit of the 
patch then 
a git refresh of the tree before I do the patch export to send in? or whats the 
process
so I dont get the messed up tree like I had before...

Thanks Guys

Chris


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