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On 19 May 2010, at 0:34 , Pavel Sountsov wrote:
> Okay, I removed ALLEGRO_PRIM_COLOR. Basically, what I did is made the
> D3D driver use shaders to make it understand the OpenGL color format.
> Specifically, I pass the 4 float components of the color to the D3D
> driver as a 4D texture coordinate. That color components are then set
> to those texture coordinate components in the shader. Since shaders
> don't work in some older cards (e.g. kenmasters1976 @ allegro.cc has
> one like that) so I re-added the Intel card workabout, which just
> involves transcribing the vertices into a temporary buffer. I wrapped
> that up in a mutex for thread safety. For Windows dislikers, this
> solution is notable for not affecting OpenGL code at all. It doesn't
> affect D3D driver much either (except for the older Intel cards), so
> everyone should be happy.
Don't know about everyone, but I certainly am. :)
Great work.
Evert