[Bug 17423] Prince of Persia SoT: Graphic Bug

wine-bugs at winehq.org wine-bugs at winehq.org
Sat Feb 21 15:04:26 CST 2009


http://bugs.winehq.org/show_bug.cgi?id=17423





--- Comment #10 from Stefan Dösinger <stefandoesinger at gmx.at>  2009-02-21 15:04:25 ---
Created an attachment (id=19596)
 --> (http://bugs.winehq.org/attachment.cgi?id=19596)
Hack for GLSL

It wasn't required by any application I know of. I just ran into this behavior
when I extended the fog test to figure out how the vertex shader fog coord is
handled in native d3d, and I implemented it.

Originally WineD3D didn't touch the GL fog coordinate if the shader wrote its
own. My test revealed that D3D fog coordinate isn't used with table fog, so I
changed it. The attached hack reverts this behavior for GLSL shaders. In ARB
this can be done in a similar way.

I could of course send this in as a fix for a regression, but since it
breaks(*) an existing test on ATI, NV and the refrast we'll have a hard time
arguing that it is correct.

Besides, since at least ATI changed the behavior somewhen in the past, it is
pretty likely that there's some other application out in the wild that depends
on the behavior my test demonstrates.

The correct fix for this is to demonstrate that the NV and ATI drivers have a
game specific hack for this, find out how the hack is triggered, and implement
the same hack in Wine. If possible we'd also want a test app that triggers the
game specific hack in the Windows drivers.


-- 
Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email
Do not reply to this email, post in Bugzilla using the
above URL to reply.
------- You are receiving this mail because: -------
You are watching all bug changes.


More information about the wine-bugs mailing list