From: Gijs Vermeulen Subject: [PATCH v2] d3dx9: No need to fail if we don't support vertices reordering in D3DXMESHOPT_ATTRSORT Message-Id: <20200922194315.9595-1-gijsvrm@gmail.com> Date: Tue, 22 Sep 2020 21:43:15 +0200 From: Christian Costa A non optimized mesh does not prevent rendering as long as we return valid data to the application. In our case we provided an identity remapping array when no vertices reordering is done. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=48529 Signed-off-by: Gijs Vermeulen --- v2: d3dx9_36 -> d3dx9, sorry for the noise. dlls/d3dx9_36/mesh.c | 4 ---- 1 file changed, 4 deletions(-) diff --git a/dlls/d3dx9_36/mesh.c b/dlls/d3dx9_36/mesh.c index 22f86f10d0..8f7c926c32 100644 --- a/dlls/d3dx9_36/mesh.c +++ b/dlls/d3dx9_36/mesh.c @@ -1689,11 +1689,7 @@ static HRESULT WINAPI d3dx9_mesh_OptimizeInplace(ID3DXMesh *iface, DWORD flags, if (FAILED(hr)) goto cleanup; } else if (flags & D3DXMESHOPT_ATTRSORT) { if (!(flags & D3DXMESHOPT_IGNOREVERTS)) - { FIXME("D3DXMESHOPT_ATTRSORT vertex reordering not implemented.\n"); - hr = E_NOTIMPL; - goto cleanup; - } hr = iface->lpVtbl->LockAttributeBuffer(iface, 0, &attrib_buffer); if (FAILED(hr)) goto cleanup; -- 2.28.0