Am Sonntag, 10. Februar 2008 11:27:22 schrieb Julio Fernandez:
> So my question is: is there any reason to not have wine return
> MaxVertexBlendMatrices=4 (as it works regardless of what opengl
> reports), and if so is it any other way for people willing to use some
> programs (like Everquest) to '
Alex Jackson escribió:
> > That said, GL_ARB_vertex_blend is not very common. Only MacOS
> supports it, and
> > it is software emulated there. The Linux ATI driver used to support
> it until
> > ATI switched to a different codebase. So this constant ends up beeing 0
> > almost everywhere. The
> That said, GL_ARB_vertex_blend is not very common. Only MacOS supports it,
> and
> it is software emulated there. The Linux ATI driver used to support it until
> ATI switched to a different codebase. So this constant ends up beeing 0
> almost everywhere. The extension was dropped in favor of
First my deep apologize for the multiple/double post, I am not too used
to post on news and I was not seeing my posts so I though they were
getting 'lost' somewhere
As for system specs I run 2x Geforce 7900GS on SLI configuration with
Nvidia 169.07 driver, x64 architecture, Debian etch, XOrg 7.
Am Samstag, 9. Februar 2008 16:00:51 schrieb Julio Fernandez:
> At the moment is set in wine as *pCaps->MaxVertexBlendMatrices =
> GL_LIMITS(blends) which results in a value of 0 (at least in my Linux
>
> computer/build), while under Windows (XPSP2 DX9c) results in a value of 4
What we return depen
Julio Fernandez wrote:
> Hi, I don't know if this is the right place to post this, but sorry if
> not, and I'd like to be pointed to the right one
Please one message is enough! And please do not cross post! The bugzilla
and/or wine-devel is enough.
What you failed to specify is your video card
the models work are now shown as expected
My apologies for the long post, but I thought it would be handy to tell the full
story to justify calling your atention on this
- d3dx9_30 ConvertToIndexedBlendedMesh shows an 'odd' behavior when
MaxVertexBlendMatrices capabilites in D3DCAPS9 is 0
-
d '0xfe' vertexes are not generated and the models are now shown
as expected
My apologies for the long post, but I thought it would be handy to tell
the full story to justify calling your atention on this
- d3dx9_30 ConvertToIndexedBlendedMesh shows an 'odd' behav
e' vertexes are not generated and the models work are now
shown as expected
My apologies for the long post, but I thought it would be handy to tell
the full story to justify calling your atention on this
- d3dx9_30 ConvertToIndexedBlendedMesh shows an 'odd' behavior when
M
27; vertexes are not generated and the models work are
now shown as expected
My apologies for the long post, but I thought it would be handy to tell
the full story to justify calling your atention on this
- d3dx9_30 ConvertToIndexedBlendedMesh shows an 'odd' behavior when
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