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A non optimized mesh does not prevent rendering as long as we return valid data to the application. In our case we provided an identity remapping array when no vertices reordering is done. Avencast demo works perfectly well (using native effects functions). wine-staging patch by Christian Costa <titan.costa@gmail.com>
17 lines
705 B
Diff
17 lines
705 B
Diff
diff --git a/dll/directx/wine/d3dx9_36/mesh.c b/dll/directx/wine/d3dx9_36/mesh.c
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index 898a88c..b1d9f68 100644
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--- a/dll/directx/wine/d3dx9_36/mesh.c
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+++ b/dll/directx/wine/d3dx9_36/mesh.c
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@@ -1695,11 +1695,7 @@ static HRESULT WINAPI d3dx9_mesh_OptimizeInplace(ID3DXMesh *iface, DWORD flags,
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if (FAILED(hr)) goto cleanup;
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} else if (flags & D3DXMESHOPT_ATTRSORT) {
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if (!(flags & D3DXMESHOPT_IGNOREVERTS))
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- {
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FIXME("D3DXMESHOPT_ATTRSORT vertex reordering not implemented.\n");
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- hr = E_NOTIMPL;
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- goto cleanup;
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- }
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hr = iface->lpVtbl->LockAttributeBuffer(iface, 0, &attrib_buffer);
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if (FAILED(hr)) goto cleanup;
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