Change algorithm to detect lighted / unlighted vertices.
diff --git a/dlls/ddraw/d3ddevice/mesa.c b/dlls/ddraw/d3ddevice/mesa.c
index 1491c90..0b7693a 100644
--- a/dlls/ddraw/d3ddevice/mesa.c
+++ b/dlls/ddraw/d3ddevice/mesa.c
@@ -1029,7 +1029,7 @@
DWORD dwIndexCount,
DWORD dwFlags)
{
- BOOLEAN vertex_lighted = (d3dvtVertexType & D3DFVF_NORMAL) == 0;
+ BOOLEAN vertex_lighted = FALSE;
IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
if (TRACE_ON(ddraw)) {
@@ -1037,6 +1037,14 @@
}
ENTER_GL();
+
+ /* Just a hack for now.. Will have to find better algorithm :-/ */
+ if ((d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
+ vertex_lighted = TRUE;
+ } else {
+ if ((d3dvtVertexType & D3DFVF_NORMAL) == 0) glNormal3f(0.0, 0.0, 0.0);
+ }
+
draw_primitive_handle_GL_state(This,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
vertex_lighted);