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