> this patch break PP effects even more with Max Payne 2 (demo) and 
> ORM=backbuffer.
> Bullettime PP works, but cutscene PP breaks. Interested in a screenshot?
I'm sorry, I cannot reproduce this. Which settings are you using?

cutscene post processing works flawlessly here with this patch, even if I
disable GL_ARB_texture_non_power_of_two and force wined3d to fall back to
GL_ARB_texture_rectangle. Offscreen rendering mode is backbuffer, post
processing effects set to high, resolution 640x480. For testing I am using
the very first cutscene when the view is moving into the hospital room where
the interactive part of the demo starts





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