2009/3/30 Paul TBBle Hampson :
> Any suggestions on the work that is needed? Apart from the above
> GL_INVALID_VALUE, I'm unaware of any failures apart from it being slow.
>
I'd need to do a proper review, but eg. "can_convert_d3dcolor" is
something that needs a bit more thought to be properly inte
On Sun, Mar 29, 2009 at 02:23:42PM +0200, Henri Verbeet wrote:
> 2009/3/29 Paul TBBle Hampson :
>> fixme:d3d_surface:surface_upload_data > GL_INVALID_VALUE
>> (0x501) from glTexSubImage2D @ ../../../dlls/wined3d/surface.c / 349
> These are a problem, I think.
Co-incidentally, I ju
2009/3/29 Paul TBBle Hampson :
> fixme:d3d_surface:surface_upload_data > GL_INVALID_VALUE
> (0x501) from glTexSubImage2D @ ../../../dlls/wined3d/surface.c / 349
These are a problem, I think.
2009/3/29 Stefan Dösinger :
> Its probably a reasonable goal to get this in, but disabled
Am Sonntag, 29. März 2009 06:39:38 schrieb Paul TBBle Hampson:
> As before, the code is entirely Stefans, but bugs may certainly have
> been introduced by me. Since it now passes the unit tests, it might be
> reasonable to actually consider this for mainline, with a registry key
> or env var to for
> Towards that aim, I've ported Stefan Dösinger's initial implementation
> of this from October last year [1] to what turned out to be 1.1.14.
I think they passed the last time I tested it. You could try to check out the
old wine version and test with the original patch. I could be wrong though.
From the discussion regarding the drawStridedSlow implementation of
vertex blending, what shook out was the suggestion that WineD3D will
need a vertex-program fixed function vertex pipeline at some point
anyway, and therefore it doesn't make sense to add another software
implementation to drawStrid
> Oblivion has rendering errors in the menu (white boxes). Also the
> status/action bar isn't drawn correctly (both with fbo). Should I file
> a
> bug?
Yes, file bugs please. I think I have Oblivion here somewhere, this should
be easier to debug than Morrowind.
Note that it will be a while before
>
>
>
Oblivion has rendering errors in the menu (white boxes). Also the
status/action bar isn't drawn correctly (both with fbo). Should I file a
bug?
WarCraft 3 had some glitches with the previous version but it is fixed
in version 2 of the Vertex pipeline replacement patch.
Cheers Rico
Here is an updated version of the patches. Can you retest the games? (the
ones that worked already as well as the broken ones)
What are the differences?
-> Proper handling of RHW vertices which do not come from a vbo(should fix
Star Wars Jedi Knight 1)
-> Proper handling of the alpha value in the
> What about opening a metabug and adding all apps what break with the
> new
> code? Or do you wanna have all this in separate bug reports?
Just file a bug report, assign it to me, and make it clear that this new
code breaks things.
I have one reported problem fixed already, and I am currently wor
Stefan Dösinger wrote:
>> If you know which patch might have broken this, start there. If you do
>> not, a normal regression test is a good idea.
> It will always be the last patch. This patch does the real thing, the others
> are just making the infrastructure more flexible. So a regression test
> If you know which patch might have broken this, start there. If you do
> not, a normal regression test is a good idea.
It will always be the last patch. This patch does the real thing, the others
are just making the infrastructure more flexible. So a regression test in
this case is mostly useles
James Hawkins <[EMAIL PROTECTED]> at Oct 30, 2008 9:22 PM wrote about Re: [Re]
Vertex pipeline replacement
>
>On Thu, Oct 30, 2008 at 10:07 PM, James McKenzie
><[EMAIL PROTECTED]> wrote:
>> Tobias Jakobi wrote:
>>> Short feedback:
>>> - Max Payne
2008/10/31 Austin English <[EMAIL PROTECTED]>:
>
> Apply a single patch at a time until it breaks.
>
You'll probably just end up with patch 12, which is huge and enables
the entire thing.
r patchset consists of more than one patch)?
>>>
>>>
>> Do a regression test to locate which patch breaks Morrowmind.
>>
>> If you know which patch might have broken this, start there. If you do
>> not, a normal regression test is a good idea.
>>
>
owmind.
>
> If you know which patch might have broken this, start there. If you do
> not, a normal regression test is a good idea.
>
Tobias is referring to Stefan's RFC concerning his vertex pipeline
replacement patch. Stefan asked for users to test the patch to see if
any games break.
--
James Hawkins
Tobias Jakobi wrote:
> Short feedback:
> - Max Payne 2: works as expected, I don't see any visual changes
> - Morrowind: 3D rendering breaks completly, minor (blending?) issues in
> the menu as well - however ingame scenes are fully black now
>
> How should I report this? Open a bug? Should I do an
Short feedback:
- Max Payne 2: works as expected, I don't see any visual changes
- Morrowind: 3D rendering breaks completly, minor (blending?) issues in
the menu as well - however ingame scenes are fully black now
How should I report this? Open a bug? Should I do any regression testing
(since your
> I have tested this with Age of Myhology (Titans 1.03) on
> wine-1.1.7-106-g38815e1, patches 1-11 don't seem to cause any problems
> (haven't checked extensively though), but upon applying the 12th
> (0012-WineD3D-ARBvp-ffp-replacement.patch) the water lost it's
> transparency [1].
Sounds as if th
Hi Stefan,
I have tested this with Age of Myhology (Titans 1.03) on
wine-1.1.7-106-g38815e1, patches 1-11 don't seem to cause any problems
(haven't checked extensively though), but upon applying the 12th
(0012-WineD3D-ARBvp-ffp-replacement.patch) the water lost it's
transparency [1].
I'm not sure
gt; Subject: Vertex pipeline replacement
>
> Hi,
>
> I have my vertex pipeline replacement almost ready to send. Because the
> fragment pipeline replacement caused a bunch of regressions, I want to
> give
> this patch a bit of testing before committing it. I expect sligh
Hi,
I have my vertex pipeline replacement almost ready to send. Because the
fragment pipeline replacement caused a bunch of regressions, I want to give
this patch a bit of testing before committing it. I expect slightly more
regressions there because the vertex processing stuff is still badly
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