Re: World Of Warcraft /IDirect3DDevice9Impl_SetVertexShader
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
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
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 ___ ALL-NEW Yahoo! Messenger - all new features - even more fun! http://uk.messenger.yahoo.com
Re: World Of Warcraft /IDirect3DDevice9Impl_SetVertexShader
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