Re: Re: Tips for debugging D3D Textures & DirectSound?
Ove Kaaven <[email protected]> Fri, 22 Oct 2004 12:28:42 -0400
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Organization | TransGaming Technologies Inc |
| Message-ID | <1098462521.1848.1524.camel@renegade> |
fre, 22.10.2004 kl. 06.26 skrev Nadav Frum: > However, to my understanding, the vector (x, y, z, 1.0) would also be > correct. Only if you don't care about proper perspective. This transformation loses the W information, which the renderer needs to implement perspective-correct texture mapping, among other things. If you fix W to 1, you'll get an affine texture mapping, which is likely to look quite a bit uglier. (If you want, you can look at chapter 3.5.1 in the OpenGL 1.5 specification to see exactly how W is used when associating texture coordinates with fragments, in mathematical terms.) > P.S. Is it possible to batch the wine-devel posts in such a way that the > individual posts can be accessed and replied to individually. Perhaps, if you change your mailman settings to send a MIME-formatted digest, and your MUA can reply to mails in such a digest individually.