[Bug 201] masking problem - image is not transparent

wine-bugs at winehq.org wine-bugs at winehq.org
Wed May 14 14:14:01 CDT 2008


http://bugs.winehq.org/show_bug.cgi?id=201





--- Comment #40 from Alexander Dorofeyev <alexd4 at inbox.lv>  2008-05-14 14:14:01 ---
(In reply to comment #38)
> The bug discussed here has (IMHO) little to do with display of cursors or other
> graphical glitches in games. It is strictly a GDI issue. If the glitch is fixed
> by switching to vesa (which effectively forces software OpenGL rendering), then
> it is not caused by this bug. This bug (on igowin) persists even on vesa.
Yes, many if not all problems reported here have different origins. You can't
expect a pure gdi app that uses 8bpp DIBs and BitBlt to have a lot in common
with a d3d7 game - Sacrifice, neither can you expect the latter to have much in
common with a modern directx9 game that probably uses shaders (which Company of
Heroes afaik is).

It may be the summary that sounds too general that invites people to dump all
transparency issues to here. 

About vesa and nvidia, I have no idea yet. I haven't looked into transparency
problem in Sacrifice, but I did notice that it's not cursor only. Inside the
game there were some units which looked like some of their textures are
supposed to have transparent areas but instead look black. But most likely the
difference in Sacrifice comes from different opengl features exposed by
drivers. This triggers different paths in wined3d and they may have bugs in
them that are otherwise hidden. In particular, presense of
GL_EXT_paletted_texture influences things a lot.

I personally would recommend creating individual bugs for programs like
Sacrifice, because indeed they can't possibly have anything to do with issues
affecting igowin. Those I understand relatively well, but to fully fix igowin
we need either DIB engine or at least a portion of it (8bpp BitBlt) because the
current method through X server is just poorly suitable for it, for all I know.


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