DirectX uses a R/Z transform to translate a texture but under OpenGL a
Q transform must be used instead.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d9bb39c..6a39f76 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1615,7 +1615,7 @@
int tex = d3dts - D3DTS_TEXTURE0;
GLACTIVETEXTURE(tex);
set_texture_matrix((float *)lpmatrix,
- This->updateStateBlock->textureState[tex][WINED3DTSS_TEXTURETRANSFORMFLAGS]);
+ This->updateStateBlock->textureState[tex][WINED3DTSS_TEXTURETRANSFORMFLAGS], (This->stateBlock->textureState[tex][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
}
} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
@@ -3956,6 +3956,7 @@
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
+ glDisable(GL_TEXTURE_GEN_Q);
checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R)");
break;
@@ -4070,6 +4071,7 @@
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
+ glDisable(GL_TEXTURE_GEN_Q);
FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
break;
}
@@ -4078,7 +4080,7 @@
/* Unhandled */
case WINED3DTSS_TEXTURETRANSFORMFLAGS :
- set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value);
+ set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
break;
case WINED3DTSS_BUMPENVMAT00 :
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index b93111c..234e48f 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1456,11 +1456,12 @@
#endif
/* Setup this textures matrix according to the texture flags*/
-void set_texture_matrix(const float *smat, DWORD flags)
+void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords)
{
float mat[16];
glMatrixMode(GL_TEXTURE);
+ checkGLcall("glMatrixMode(GL_TEXTURE)");
if (flags == D3DTTFF_DISABLE) {
glLoadIdentity();
@@ -1470,28 +1471,38 @@
if (flags == (D3DTTFF_COUNT1|D3DTTFF_PROJECTED)) {
ERR("Invalid texture transform flags: D3DTTFF_COUNT1|D3DTTFF_PROJECTED\n");
- checkGLcall("glLoadIdentity()");
return;
}
- memcpy(mat, smat, 16*sizeof(float));
+ memcpy(mat, smat, 16 * sizeof(float));
switch (flags & ~D3DTTFF_PROJECTED) {
- case D3DTTFF_COUNT1: mat[1] = mat[5] = mat[9] = mat[13] = 0;
+ case D3DTTFF_COUNT1: mat[1] = mat[5] = mat[13] = 0;
case D3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
default: mat[3] = mat[7] = mat[11] = 0, mat[15] = 1;
}
- if (flags & D3DTTFF_PROJECTED) switch (flags & ~D3DTTFF_PROJECTED) {
- case D3DTTFF_COUNT2:
- mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
- mat[1] = mat[5] = mat[9] = mat[13] = 0;
+ if (flags & D3DTTFF_PROJECTED) {
+ switch (flags & ~D3DTTFF_PROJECTED) {
+ case D3DTTFF_COUNT1:
+ mat[9] = 0;
break;
- case D3DTTFF_COUNT3:
- mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
- mat[2] = mat[6] = mat[10] = mat[14] = 0;
- break;
+ case D3DTTFF_COUNT2:
+ mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
+ mat[1] = mat[5] = mat[9] = mat[13] = 0;
+ break;
+ case D3DTTFF_COUNT3:
+ mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
+ mat[2] = mat[6] = mat[10] = mat[14] = 0;
+ break;
+ }
+ } else if(!calculatedCoords) { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
+ mat[12] = mat[8];
+ mat[13] = mat[9];
+ mat[8] = 0;
+ mat[9] = 0;
}
+
glLoadMatrixf(mat);
checkGLcall("glLoadMatrixf(mat)");
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 10d753d..5ac2842 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -937,7 +937,7 @@
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
-void set_texture_matrix(const float *smat, DWORD flags);
+void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
SHORT D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);