Re: [2/7] WineD3D: use the drawable size to set up blitting

2008-08-01 Thread Tobias Jakobi
Stefan Dösinger wrote:
>> I'm sorry, I cannot reproduce this. Which settings are you using?
> I see it now, it only occurs with medium post processing settings.
OK, I can't use the high settings for now because of the slowdowns. 
Medium is the only half-working option for now.

> 
> The patch obviously has a flaw when the drawable is bigger than the target,
> in which case the coordinate system's origin is outside of the target's
> area. I think I have to deal with the drawable-target difference in the
> blit-to-frontbuffer code


I keep an eye out for patches on the ml :)




RE: [2/7] WineD3D: use the drawable size to set up blitting

2008-07-31 Thread Stefan Dösinger
> I'm sorry, I cannot reproduce this. Which settings are you using?
I see it now, it only occurs with medium post processing settings.

The patch obviously has a flaw when the drawable is bigger than the target,
in which case the coordinate system's origin is outside of the target's
area. I think I have to deal with the drawable-target difference in the
blit-to-frontbuffer code








Re: [2/7] WineD3D: use the drawable size to set up blitting

2008-07-31 Thread Stefan Dösinger
> this patch break PP effects even more with Max Payne 2 (demo) and 
> ORM=backbuffer.
> Bullettime PP works, but cutscene PP breaks. Interested in a screenshot?
I'm sorry, I cannot reproduce this. Which settings are you using?

cutscene post processing works flawlessly here with this patch, even if I
disable GL_ARB_texture_non_power_of_two and force wined3d to fall back to
GL_ARB_texture_rectangle. Offscreen rendering mode is backbuffer, post
processing effects set to high, resolution 640x480. For testing I am using
the very first cutscene when the view is moving into the hospital room where
the interactive part of the demo starts