Re: World Of Warcraft /IDirect3DDevice9Impl_SetVertexShader

2005-02-18 Thread Alex Woods
On Thu, Feb 17, 2005 at 10:50:46PM +0100, Paul van Schayck wrote:
 And the game runned in some kind of semi-managed mode. Not sure how to
 descripe it. Performance of the main screen actually looked better
 than cedega.

I've only seen the game load up to the account login stage, but I
think I might know what's causing what you're describing.  I know that
my current AMD64 build of wine doesn't hook up to XRandR properly, and
so stuff keeps the size and refresh rate of my desktop.  I know WoW is
meant to set 60Hz, but in my case it couldn't and didn't and looked
lovely ;)

-- 
Alex



Re: World Of Warcraft /IDirect3DDevice9Impl_SetVertexShader

2005-02-17 Thread Paul van Schayck
On Wed, 16 Feb 2005 21:26:58 + (GMT), Oliver Stieber
[EMAIL PROTECTED] wrote:
 
  I highly recommend that you try Oliver Stieber's
  patch.  Even if
  buggy, I think you'll find WoW works very well.
  I've recently found
  that Star Wars:  Battlefront works with it.  The
  problem with
  Battlefront is it experiences heap corruption at the
  menu screen.
 I've just put together a new patch against head.
 http://www.oliverthered.f2s.com/projects/wine/

Yeah great work. The opening screen and character selection (which is
already partly ingame) of World of Warcraft now works. Had to turn off
all debug output because it was printing so many lines the game would
run slow.
Loading failed somewhere at 1/3 (opengl does load completely) tough.

And the game runned in some kind of semi-managed mode. Not sure how to
descripe it. Performance of the main screen actually looked better
than cedega.

Thanks,
Paul

ps. You forgot to diff configure...



Re: World Of Warcraft /IDirect3DDevice9Impl_SetVertexShader

2005-02-16 Thread Oliver Stieber
 
 I highly recommend that you try Oliver Stieber's
 patch.  Even if
 buggy, I think you'll find WoW works very well. 
 I've recently found
 that Star Wars:  Battlefront works with it.  The
 problem with
 Battlefront is it experiences heap corruption at the
 menu screen. 
I've just put together a new patch against head.
http://www.oliverthered.f2s.com/projects/wine/

This versions a had a lot of code separation work
done, rendertargets are more or less fixed and texture
addressing should be working properly now.

I've also gone through and put in NULL checks where
they seemed to be missing, including
IDirect3DDevice9Impl_SetVertexShader

Let me know if you get any obvious problems like
applications bailing out because of missing NULL
checks and I'll put them in the patches I send to wine
patches. (or note the problems in the code if there
non-trivial)

 I
 think it's related to some stencil operation. 
 Oliver, if you read
 this, I have a 10 MB +heap,+d3d,+d3d_surface log,
 compressed bz2 no
 less, that may help solve this problem.  Though I
 may wait till your
 next patch and then get back to you.  :)

Can you mail it to me and I'll have a look.

WINEDEBUG=trace+d3d9 would also be very usefull as it
logs all the relay calls between wined3d and d3d9.

 
 Again, you should see Oliver's patch and see if it
 has bugs with the
 minimap.  I think it might cause opengl doesn't
 quite work there
 either and the d3d stuff is just an opengl wrapper. 
 But at least we
 will know.  I guess this is a fixable problem?
 
Rendertargets are working in DirectX9, and I've got a
better version in the pipeline that should be useable
for wgl.
 Jesse
 






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Re: World Of Warcraft /IDirect3DDevice9Impl_SetVertexShader

2005-02-16 Thread Jesse Allen
On Wed, 16 Feb 2005 21:26:58 + (GMT), Oliver Stieber
[EMAIL PROTECTED] wrote:
 I've just put together a new patch against head.
 http://www.oliverthered.f2s.com/projects/wine/
 


OK I've tried the new patch.  As for Battlefront, it fixed the heap
corruption bug.  So that log is obsolete.  And guess what?  I can load
into a game match now.  I played it for a minute or so.  There are
several graphical problems that make it hard to play.  For one, it
doesn't get the transparency right around the crosshairs -- ie moving
around a solid block.  Another problem is that the game font gets
corrupted after beginning a match.

I think I'll let yall get some more stuff in before I start
documenting the graphical problems.  It does seems stable so far, but
if I do find a crashing bug I'll let you know.  Maybe I'll get around
to reading more on D3D.

Jesse