[Bug 11970] Serious Sam TSE 1.07: graphic bug (z-order)
wine-bugs at winehq.org
wine-bugs at winehq.org
Mon Mar 31 08:17:53 CDT 2008
http://bugs.winehq.org/show_bug.cgi?id=11970
--- Comment #49 from Tobias Jakobi <liquid.acid at gmx.net> 2008-03-31 08:17:53 ---
Hi Roderick,
sorry for all the trouble. The problem really seems to be in the game engine.
Quote from
http://www.tomshardware.com/de/nvidia-geforcefx-mit-dampfwalzendruck-in-die-zukunft,testberichte-540-12.html:
quote("Serious Sam does not specify a Z-buffer depth when enabling Z. By
default, our driver will select the first Z-depth available, which is 16 bits.
For the majority of the scenes in Serious Sam, 16 bit Z is sufficient. There
are, however, a few areas where some Z artifacts can be seen.
You can force Serious Sam to specify 24-bit Z by doing the following:
(type "~" to bring the console)
gap_iDepthBits=24
ApplyVideoMode()
In this mode, the Z artifacts are eliminated (or greatly reduced). We have
seen little, if any, impact on performance using 24-bit Z.
We have already addressed this with Croteam, and this issue is fixed in the
upcoming patch, but the patch is only BETA right now.");
Using this in the ingame console solves the problem. Even setting iDepthBits to
16 produces a pixelformat with a 24-bit zbuffer. No more visual error, I think
we can close this one.
Big thanks,
Tobias Jakobi
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