Index: Help/configuration.htm |
— | — | @@ -62,7 +62,7 @@ |
63 | 63 | If checked, adds additional, mostly low resolution, display modes to the list generated by IDirectDraw::EnumDisplayModes. Only works if
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64 | 64 | "Video mode" is not set to "Change desktop resolution."
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65 | 65 | <h2><a name="alldepths" />Support All Color Depths</h2>
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66 | | - If checked, adds 8, 15, 16, 24, and 32-bit color modes if not listed by the system. Windows Developer Preview (Windows 8) users should check this box.
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| 66 | + If checked, adds 8, 15, 16, 24, and 32-bit color modes if not listed by the system. Windows 8 users should check this box.
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67 | 67 | <h2><a name="scaler" />Scaling method</h2>
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68 | 68 | Selects the filter to use for scaling the output when the resolution is different than the desktop resolution,
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69 | 69 | as well as for blitting operations. The following methods are available:
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Index: ddraw/glRenderer.cpp |
— | — | @@ -1169,7 +1169,7 @@ |
1170 | 1170 | loc = glGetUniformLocation(prog,"view");
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1171 | 1171 | glUniformMatrix4fv(loc,1,false,device->matView);
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1172 | 1172 | loc = glGetUniformLocation(prog,"projection");
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1173 | | - glUniformMatrix4fv(loc,1,true,device->matProjection);
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| 1173 | + glUniformMatrix4fv(loc,1,false,device->matProjection);
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1174 | 1174 | loc = glGetUniformLocation(prog,"normalmat");
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1175 | 1175 | glUniformMatrix4fv(loc,1,true,device->matNormal);
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1176 | 1176 | loc = glGetUniformLocation(prog,"material.diffuse");
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Index: ddraw/shadergen.cpp |
— | — | @@ -222,8 +222,8 @@ |
223 | 223 | static const char var_color[] = "vec4 color;\n";
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224 | 224 | static const char var_xyzw[] = "vec4 xyzw;\n";
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225 | 225 | // Operations
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226 | | -static const char op_transform[] = "xyzw = vec4(xyz[0],xyz[1],xyz[2],1);\n\
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227 | | -gl_Position = ((world*view)*projection)*xyzw;\n";
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| 226 | +static const char op_transform[] = "xyzw = vec4(xyz,1);\n\
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| 227 | +gl_Position = (projection*(view*world))*xyzw;\n";
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228 | 228 | static const char op_passthru[] = "gl_Position = xyzw;\n";
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229 | 229 | static const char op_resetcolor[] = "diffuse = specular = ambient = vec4(0.0);\n";
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230 | 230 | static const char op_dirlight[] = "DirLight(lightX);\n";
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— | — | @@ -231,8 +231,8 @@ |
232 | 232 | static const char op_colorout[] = "vec4 color = (material.diffuse * diffuse) + (material.ambient * ambient) + \n\
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233 | 233 | (material.specular * specular) + material.emissive;\n\
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234 | 234 | gl_FrontColor = color;\n";
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235 | | -static const char op_colorfragout[] = "gl_FragColor = color;";
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236 | | -static const char op_fragpassthru[] = "color = gl_Color;";
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| 235 | +static const char op_colorfragout[] = "gl_FragColor = color;\n";
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| 236 | +static const char op_fragpassthru[] = "color = gl_Color;\n";
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237 | 237 |
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238 | 238 | // Functions
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239 | 239 | static const char func_dirlight[] = "void DirLight(in Light light)\n\
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