This commit is contained in:
Aaron Robinson 2004-03-28 12:46:30 +00:00
parent e306558abd
commit cee907afaf
4 changed files with 9 additions and 6 deletions

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Cxbx.opt

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@ -66,7 +66,7 @@ typedef signed long sint32;
//#define _DEBUG_TRACE
// define this to trace warnings
#define _DEBUG_WARNINGS
//#define _DEBUG_WARNINGS
// version information
#ifndef _DEBUG_TRACE

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@ -2574,7 +2574,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture
D3DFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
// TODO: HACK: Devices that don't support this should somehow emulate it!
/* This is OK on my GeForce FX 5600
//* This is OK on my GeForce FX 5600
if(PCFormat == D3DFMT_D16)
{
EmuWarning("D3DFMT_D16 is an unsupported texture format!");
@ -2587,13 +2587,13 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture
PCFormat = D3DFMT_X8R8G8B8;
}
//*/
/* This is OK on my GeForce FX 5600
//* This is OK on my GeForce FX 5600
else if(PCFormat == D3DFMT_D24S8)
{
EmuWarning("D3DFMT_D24S8 is an unsupported texture format!");
PCFormat = D3DFMT_X8R8G8B8;
}//*/
if(PCFormat == D3DFMT_YUY2)
else if(PCFormat == D3DFMT_YUY2)
{
// cache the overlay size
g_dwOverlayW = Width;
@ -2605,14 +2605,16 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture
if(PCFormat != D3DFMT_YUY2)
{
DWORD PCUsage = Usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL);
DWORD PCUsage = Usage & (D3DUSAGE_RENDERTARGET);
// DWORD PCUsage = Usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL);
D3DPOOL PCPool = D3DPOOL_MANAGED;
EmuAdjustPower2(&Width, &Height);
*ppTexture = new X_D3DTexture();
if(Usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
// if(Usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
if(Usage & (D3DUSAGE_RENDERTARGET))
PCPool = D3DPOOL_DEFAULT;
hRet = g_pD3DDevice8->CreateTexture

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@ -239,6 +239,7 @@ void XTL::EmuExecutePushBuffer
//g_pD3DDevice8->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX0);
/* these don't help the turok lighting problems :[
g_pD3DDevice8->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice8->SetRenderState(D3DRS_FOGENABLE, FALSE);
g_pD3DDevice8->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE);
g_pD3DDevice8->SetRenderState(D3DRS_SPECULARENABLE, FALSE);