Stefan Dösinger napsal(a):
Am Dienstag 06 März 2007 20:48 schrieb Mirek:
Stefan Dösinger napsal(a):
Am Sonntag 04 März 2007 23:04 schrieb Mirek:
Ok, i tried it with current CVS.
+ Oblivion is still broken (same as with previous patchset)
Which offscreen rendering method did you use?
Without patch 10 I can run Rainbow Six Vegas, even the game, but it is
realy slow and graphic is very ugly.
Mirek Slugen
Mirek napsal(a):
Ok, i tried it with current CVS.
+ There are many improvments in some games like Tomb Raider Legends, GTA
San Andreas, HalfLife Episode One and 3DMark
Am Dienstag 06 März 2007 20:48 schrieb Mirek:
Stefan Dösinger napsal(a):
Am Sonntag 04 März 2007 23:04 schrieb Mirek:
Ok, i tried it with current CVS.
+ Oblivion is still broken (same as with previous patchset)
Which offscreen rendering method did you use?
Backbuffer
What happens with
Am Sonntag 04 März 2007 23:04 schrieb Mirek:
Ok, i tried it with current CVS.
+ Oblivion is still broken (same as with previous patchset)
Which offscreen rendering method did you use?
pgpxQw4UHduGY.pgp
Description: PGP signature
Stefan Dösinger napsal(a):
Am Sonntag 04 März 2007 23:04 schrieb Mirek:
Ok, i tried it with current CVS.
+ Oblivion is still broken (same as with previous patchset)
Which offscreen rendering method did you use?
Backbuffer
Mirek
Hi,
Here is a new patchset for testing which implements duplicating gl contexts
for new threads in wined3d. Again, it does not implement any synchronisation
measures(except ENTER_GL and glFinish), so running multithreaded games is
still kinda a lottery.
This patchset also contains a patch for
Ok, i tried it with current CVS.
+ There are many improvments in some games like Tomb Raider Legends, GTA
San Andreas, HalfLife Episode One and 3DMark 2005 or 2006
+ Oblivion is still broken (same as with previous patchset)
+ With your previous Thread patchset Rainbow Six Vegas can even run
Stefan Dösinger wrote:
Hi,
Here is a new patchset for testing which implements duplicating gl contexts
for new threads in wined3d. Again, it does not implement any synchronisation
measures(except ENTER_GL and glFinish), so running multithreaded games is
still kinda a lottery.
Awesome job!