2009/6/6, Henri Verbeet :
> 2009/6/6 Milan Kostić :
>> Deafulting to fbo is good, but it should be more good to leave also
>> prior working support for backbuffer on older cards who not have
>> EXT_framebuffer_object. Reverting to
>> "OffscreenRenderingMode"=&q
Deafulting to fbo is good, but it should be more good to leave also
prior working support for backbuffer on older cards who not have
EXT_framebuffer_object. Reverting to
"OffscreenRenderingMode"="backbuffer" is not working as expected for
me on r200 Mesa/DRI drivers, for example in Max Payne 2 whic
Console says:
fixme:d3d_shader:register_for_arg Unknown source argument 255
And picture is odd with 1.1.10, in 1.1.9<= it was good i think. I
don't know exactly, but this regression can be due changes in
ati_fragment_shader.c.
http://i263.photobucket.com/albums/ii149/smokidungeon/wine-1110.j
Checked and works, that seems to did a trick on everything:). In car
chase (high) and in demo with statue. Now river is showing in DS2,
there is no more flickering textures and menu also not show black
texture. Thanks:).
Textures is good in DS2, on start perform good, but now if i played
for a w
Yes that's sounds good! And to say that i'm checkedout more about
diffs with our cards and found something in wikipedia article. 9000
and 9250 both has 4/1 units, cards are with the same units setup, only
rv280 has 8x AGP bus. And 9000 pro version is same, but with higher
core and memory clocks an
Eh yes, i just checked what is difference between 9000 and 9250 and
find that 9000 has 4/2 units, but 9250 has 4/1. One physical unit
left! And this is likely problem because ati_fs is linked to max units
which is 6 in driver, but this card has only 5;). Seems to one is
emulated:D. I don't know, i
Btw Stefan, many thanks to you for implement and support this old and
forgotten but powerful extension, it's nice to see that
"metal-blending" shading again in action and all that working in wine,
an example like in this demo (http://www.humus.ca/3D/GameEngine.zip).
Thanks again:).
Forgot to say that Indiana Jones: Emperors Tomb start and load level
with or without enabled ps in winecfg, but if GL_ATI_fragment_shader
is enabled in driver (ie 6 units in driconf), when it load level then
i got hard freeze and must reboot computer on button
(CTRL+ALT+Backspace and CTRL+ALT+D no
I'm use Mesa 7.0.1 mainly because performance is the best and not
have glitches in some cases like newer, but tried wine-0.9.59 with
7.02 and 7.0.3 also. My card is HIS 9250 128MB/128bit (1002:5960
17af:2020). This r200 performance issues started with this patch:
http://gitweb.freedesktop.org/?
Ok i'm tested wine and his new GL_ATI_fragment_shader support with
9250 card nad Mesa/DRI driver. Now env bumpmaping and dot3 tests in
3DMark2001 seems to work good, but in car test high ground texture is
black. In DungeonSiege2 i disabled ps in winecfg, because it has same
problem (and more) flic
I'm use Mesa 7.01 because that version not have this problem (I try
fragshader.c test from bug #15269). Bug is introduced earler with this
commit, i'm warn about it but nobody listen because i'm not offering
good solution:
http://gitweb.freedesktop.org/?p=mesa/mesa.git;a=commit;h=e279a0a076b7a3c
Sorry Stefan but i'm prety new with Wine and for now don't understand
many things:(, i'm test games for now and don't know how to test tests
with wined3d.
I tried to not remove any code from v0.9.58 utils.c, i'm just add
mat[12] = mat[8] and mat[13] = mat[9] like this:
break;
http://source.winehq.org/git/wine.git?a=commit;h=fe0f0eb48a12e29af6a9e7407d4eec8bc500a057
OK this is that commit with problem, but don't know what is corect
solution... i just remove it back and all my problems with water
flowing ine games is gone:). Problem is with changes just in utils.c
file a
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