[Bug 3292] Battlefield 1942 demo:Text in menu's competely unreadable

Wine Bugs wine-bugs at winehq.org
Sun Jul 23 14:44:14 CDT 2006


http://bugs.winehq.org/show_bug.cgi?id=3292


stefandoesinger at gmx.at changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
          Component|wine-binary                 |wine-gdi-(printing)




------- Additional Comments From stefandoesinger at gmx.at  2006-23-07 14:44 -------
Sadly this is not a direct3d bug, otherwise I would know how to debug it.

My d3d-site investigation shows this: BF1942 draws the text with a user pointer 
drawprim call, with one texture activated. The texture is a 128x128 DXTN5 
texture, which is apparently supposed to hold the fonts. There is nothing 
special about this surface d3d wise, it is just created, locked and unlocked, 
then used for drawing.

I suspected a DXTn loading bug and wrote a small function which dumps the 
unmodified surface content into a .dds file, which can be read by the dxtex.exe 
utility in the DirectX sdk and quite a few Linux applications too(like 
kuickshow). Interestingly Battlefield 1942 only fills the surface with a dark 
gray instead of the text, so I think I can say that the missing fonts are not a 
problem in the direct3d surface or drawing code.

I suspect that bf1942 generates the font textures at startup and that this 
fails. I looked at a +font,+gdi,+bitmap trace but I couldn't find anything 
obvious. I set the bug to wine-gdi as this isn't a binary specific problem.

BTW, I couldn't find any font files in the installation directory of the full 
version. Interestingly, some in-game fonts work, like the player names when you 
look at them, or the console (°) or the fps counter('fps 1' in the console). 
Those fonts are not drawn from the same texture, but the broken in-game fonts 
are.


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