Lines Matching defs:vertex

96      * performance reasons. This state reads the decoded vertex declaration,
97 * so if it is dirty don't do anything. The vertex declaration applying
620 FIXME("Clipping not supported with vertex shaders\n");
624 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
982 /* Range fog is only used with per-vertex fog in d3d */
991 /* Otherwise use per-vertex fog in any case */
1059 /* Special handling for fogstart == fogend. In d3d with vertex
1108 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1109 * It can use the Z value of the vertex, or the alpha component of the specular color.
1110 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1115 * The Z value is used, with the equation specified, no matter what vertex type.
1118 * Per vertex fog is calculated using the specified fog equation and the parameters
1125 * Rules for vertex fog with shaders:
1135 * rasterizer) if using a vertex program.
1140 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1141 * There are some GL differences between specular fog coords and vertex shaders though.
1143 * With table fog the vertex shader fog coordinate is ignored.
1149 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1276 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1277 * The vertex declaration will call this function if the fixed function pipeline is used.
1433 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
2057 FIXME("Software vertex processing not implemented.\n");
3323 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3326 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3410 /* The coords to supply depend completely on the fvf / vertex shader */
3460 * means use the vertex position (camera-space) as the input texture coordinates
3469 * vertex format. This value resolves to zero. */
3478 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3597 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3788 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3826 /* With vertex shaders, clip planes are not transformed in Direct3D,
3927 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
4185 /* Use the VBO to find out if a vertex buffer exists, not the vb
4187 * curVBO will be 0. If there is a vertex buffer but no vbo we
4334 TRACE("Using fast vertex array code\n");
4383 * No need to write a FIXME here, this is done after the general vertex decl decoding
4506 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4589 TRACE("Loading vertex data\n");
4618 /* Don't have to apply the matrices when vertex shaders are used. When
4632 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4635 * needs of the vertex declaration.
4683 FIXME("Clipping not supported with vertex shaders\n");
4690 * drawing to vertex shaders. Vertex shaders themselves do
4692 * automatically when switching back from vertex shaders to
4694 * function vertex processing states back in a sane state
5015 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5563 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5988 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
6008 case 2: cur = vertex->vp_states; break;