On 11/04/2008, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Not really, many games check the MaxSimultaneousTextures cap and use that > value even if they are using pixel shaders. E.g. HL2 fails in dxlevel 81 with > that with ARB shaders because it checks that cap if it finds SM 1.x, and Age > of Empires 3 fails as well. Call of duty 4 is another popular example, it > requires 8 fixed function textures. (COD4 wants TSSARGTEMP as well, so that > point is moot) > Sure, but they don't generally break if you just return 8 there. (Compared to eg. HL2/CSS in dxlevel70 without D3DTA_SPECULAR). Of course the proper way to get around all of the issues at the same time would be to write a real GLSL fixed function fragment processing implementation, but that doesn't change the fact that the current situation is pretty ugly.
- Re: WineD3D: WineD3D: Use the shader backend to enable / ... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shader backend to enab... H. Verbeet
- Re: WineD3D: WineD3D: Use the shader backend to ... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shader backend... H. Verbeet
- Re: WineD3D: WineD3D: Use the shader bac... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shade... H. Verbeet
- Re: WineD3D: WineD3D: Use the s... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shader bac... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shade... Chris Robinson
- Re: WineD3D: WineD3D: Use the s... Stefan Dösinger
- Re: WineD3D: WineD3D: Use t... Chris Robinson
- Re: WineD3D: WineD3D: Use t... Stefan Dösinger
- Re: WineD3D: WineD3D: Use t... H. Verbeet
- Re: WineD3D: WineD3D: Use t... Stefan Dösinger
- Re: WineD3D: WineD3D: Use the shade... H. Verbeet
- Re: WineD3D: WineD3D: Use the s... Stefan Dösinger