Lines Matching defs:vertex

93      * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
94 * vertex declaration applying function calls this function for updating
555 FIXME("Clipping not supported with vertex shaders\n");
952 /* Otherwise use per-vertex fog in any case */
1037 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1038 * It can use the Z value of the vertex, or the alpha component of the specular color.
1039 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1044 * The Z value is used, with the equation specified, no matter what vertex type.
1047 * Per vertex fog is calculated using the specified fog equation and the parameters
1054 * Rules for vertex fog with shaders:
1064 * rasterizer) if using a vertex program.
1069 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1070 * There are some GL differences between specular fog coords and vertex shaders though.
1072 * With table fog the vertex shader fog coordinate is ignored.
1078 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1206 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1207 * The vertex declaration will call this function if the fixed function pipeline is used.
1367 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1927 FIXME("Software vertex processing not implemented.\n");
3191 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3194 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3271 /* The coords to supply depend completely on the fvf / vertex shader */
3319 * means use the vertex position (camera-space) as the input texture coordinates
3328 * vertex format. This value resolves to zero. */
3337 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3456 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3669 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3712 /* with vertex shaders, clip planes are not transformed in direct3d,
3820 case WINED3DVBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
4081 /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
4082 * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
4226 TRACE("Using fast vertex array code\n");
4275 * No need to write a FIXME here, this is done after the general vertex decl decoding
4367 /* NOTE: Unless we write a vertex shader to swizzle the colour*/
4416 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4498 TRACE("Loading vertex data\n");
4553 /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
4568 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4571 * needs of the vertex declaration.
4613 FIXME("Clipping not supported with vertex shaders\n");
4618 /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
4620 * switching back from vertex shaders to fixed function processing. So make sure we leave the
4621 * fixed function vertex processing states back in a sane state before switching to shaders
4886 /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
5428 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5631 FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
5766 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
5786 case 2: cur = vertex; break;