[Bug 14762] GeforceFX series: fullscreen PP effect issues / RECT texcoord fixup
wine-bugs at winehq.org
wine-bugs at winehq.org
Sat Jan 24 18:28:15 CST 2009
http://bugs.winehq.org/show_bug.cgi?id=14762
Tobias Jakobi <liquid.acid at gmx.net> changed:
What |Removed |Added
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Attachment #17650|0 |1
is obsolete| |
--- Comment #50 from Tobias Jakobi <liquid.acid at gmx.net> 2009-01-24 18:28:14 ---
Created an attachment (id=18971)
--> (http://bugs.winehq.org/attachment.cgi?id=18971)
geforcefx rect patchset (incomplete)
Hi there,
sorry - I didn't have lot of time lately to work on any patches. Now that my
oral exam is over I did return to this patch and rebased it against current git
master.
Seems like the code works flawlessly now. I have correct rendering behaviour
now in Max Payne 2 as well as in HL2. Also no new error messages or rendering
artifacts popping up in HL2 as it was the case when I tried the patch
previously.
Still have to try FEAR though. However it's great to see that during my absence
wine's code has changed so much that my code works perfectly now :D
Current issues with the patch:
- only works in GLSL mode, lacks code for ARB mode
- only works when pixelshaders are used, it doesn't provide code for a
vertexshader-only usage environment
@Stefan: Could you take a(nother) look at the patch and give me your
impressions about the quality? Is it ready to be pushed to wine-patches even
with the two remaining issues?
And do you see any additional problems?
I plan to solve the issue also for ARB mode, but probably it's a lot harder
there since I can't use high-level shading syntax.
Greets,
Tobias
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