[DX11][PATCH] filtering and vertex winding

Discussion area about developing or extending OGRE, adding plugins for it or building applications on it. No newbie questions please, use the Help forum for that.
Post Reply
KnightPista
Gnoblar
Posts: 10
Joined: Tue Jun 24, 2014 9:16 am
x 2

[DX11][PATCH] filtering and vertex winding

Post by KnightPista »

Hi all,

In the Direct3D11 rendering subsystem (1.9), I have fixed the following bugs:
  • When in material script, filtering was set as 'filtering none', this was not handled and returned linear filtering instead. Now it returns filtering as when filtering point point point was set
  • Reflections now work: vertex winding is applied so reflections have correct vertex winding.
I'm attaching .patch file for this, so if there is someone who can and want to push it into repository, feel free...

PS:
- I have tried to hg push the fix, but I have no permissions. Also, there is JIRA for bugs, but again, no permissions to create new issue :)
Attachments
6517.patch
(2.88 KiB) Downloaded 62 times

User avatar
c6burns
Beholder
Posts: 1511
Joined: Fri Feb 22, 2013 4:44 am
Location: Deep behind enemy lines
x 134

Re: [DX11][PATCH] filtering and vertex winding

Post by c6burns »

When you can't directly commit into a repo, you make a pull request for someone who can.

I haven't had any trouble using JIRA. You just need to sign up.

User avatar
Eugene
OGRE Team Member
OGRE Team Member
Posts: 185
Joined: Mon Mar 24, 2008 4:54 pm
Location: Odessa, Ukraine
x 41

Re: [DX11][PATCH] filtering and vertex winding

Post by Eugene »

Fix for setStencilBufferParams is invalid - params for backface should not be flipped if it is one-sided stencil buffer operation. Current culling mode will choose front faces or back faces or both, and user requested operation should not be changed. Look at https://bitbucket.org/sinbad/ogre/commi ... at=default in v1.9 branch where it is done right.

Post Reply