[1/4] D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-18 Thread Christoph Bumiller
This also (partially) fixes the issue with NFS:MW where nothing except the menus appears to be draw when setting the Visual Treatment option to high. The scene is now visible, but its scaled down in the y direction and only covers about the top 2/3 of the screen ...

Re: [1/4] D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-17 Thread Vitaliy Margolen
From 95f4217d366770b9b05214ae68274ce4ab4b9fb6 Mon Sep 17 00:00:00 2001 >> From: Stefan Doesinger <[EMAIL PROTECTED]> >> Date: Thu, 11 Jan 2007 22:39:03 +0100 >> Subject: [PATCH] D3D9: Implement IDirect3DDevice9::StretchRect >>

Re: [1/4] D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-17 Thread Stefan Dösinger
Am Mittwoch 17 Januar 2007 17:33 schrieb Mirek: > Hi, this patch caused big performance regression in some D3D games > (Flatout 2, Tomb Raider: Legend, HalfLife 2: Episode One). Yes, this is a known problem. It is a feature, not a bug :-) The underlying Blit operation is pretty slow because glCopy

Re: [1/4] D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-17 Thread Mirek
flags used. From 95f4217d366770b9b05214ae68274ce4ab4b9fb6 Mon Sep 17 00:00:00 2001 From: Stefan Doesinger <[EMAIL PROTECTED]> Date: Thu, 11 Jan 2007 22:39:03 +0100 Subject: [PATCH] D3D9: Implement IDirect3DD

Re: D3D9: Implement IDirect3DDevice9::StretchRect

2007-01-10 Thread Ivan Gyurdiev
Stefan Dösinger wrote: This call can be handled fully by IWineD3DSurface::Blt. So where did the filter argument go.. there's 3 different filter types to support.