On Tuesday 08 November 2011 01:14:22 Octavian Voicu wrote: > The idea behind using triangles was to fit everything in one screen so > I could debug it visually very easily. I'm thinking I can still have > that if I draw full-screen quads in a loop, like you suggest, then > blit one small rectangle to the primary surface, in different > positions for each test. I don't think that's necessary, I found those one-quad screens easier to debug than multi-quads, although that may be a matter of taste.
> I think > we should cover special error cases if there are any (that is, if > D3DERR_INVALIDVERTEXTYPE is not returned for D3DVT_ constants). Well, you can't test them. D3DVT_LVERTEX is 2, and D3DFVF_XYZ is 2. The number 2 doesn't have any tags attached, so what you'd be testing is how drawPrimitive responds to D3DFVF_RESERVED0, not what it does with D3DVT_* enums. The statement in the SDK doesn't make sense with that in mind. > About the ddraw/visual tests: I think we need one structure for each > of d3d, d3d2, d3d3, d3d7, where to have most of the things we store > globally or in local vars now, and make the create/release functions > work with that. Yes, I was about to write something like that as a response to the cleanup patches. PS: You forgot to CC wine-devel, I assume this was by accident so I've added it to the reply again. You may want to resend your original mail to wine- devel.
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