fix for point rendering in dx9 backend, that will teach me to read the full documentation. if someone founs a games that use points a lot i will try to implement a faster path for point rendering.

now the map in twin snakes is functional in all the backends.
This commit is contained in:
rodolfoosvaldobogado
2012-11-12 19:37:08 -03:00
parent 3936c06ee8
commit 0809ba79ae
2 changed files with 25 additions and 14 deletions

View File

@ -158,7 +158,7 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
int TdataSize = IndexGenerator::GetTriangleindexLen();
int LDataSize = IndexGenerator::GetLineindexLen();
int PDataSize = IndexGenerator::GetPointindexLen();
int IndexDataSize = TdataSize + LDataSize + PDataSize;
int IndexDataSize = TdataSize + LDataSize;
DWORD LockMode = D3DLOCK_NOOVERWRITE;
m_vertex_buffer_cursor--;
m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
@ -199,10 +199,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
memcpy(pIndices, LIBuffer, LDataSize * sizeof(u16));
pIndices += LDataSize;
}
if(PDataSize)
{
memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
}
m_index_buffers[m_current_index_buffer]->Unlock();
if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
{
@ -256,17 +252,20 @@ void VertexManager::DrawVertexBuffer(int stride)
}
if (points > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_POINTLIST,
basevertex,
0,
numverts,
StartIndex,
points)))
//DrawIndexedPrimitive does not support point list so we have to draw the points one by one
for (int i = 0; i < points; i++)
{
DumpBadShaders();
if (FAILED(D3D::dev->DrawPrimitive(
D3DPT_POINTLIST,
basevertex + PIBuffer[i],
1)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numDrawCalls);
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}