[Bug 22684] Jedi Knight: Dark Forces II screen flips when picking up an item

wine-bugs at winehq.org wine-bugs at winehq.org
Sun May 16 15:37:52 CDT 2010


--- Comment #2 from Roderick Colenbrander <thunderbird2k at gmail.com>  2010-05-16 15:37:51 ---
A while ago I noticed some upside down issue but not sure when (think it was
somewhere at the start of the level in the demo). I tried to reproduce this
issue here by picking up a weapon (can you check if it also happens for a
weapon). The screen flickers blue and the weapon is shown. The image doesn't
look upside down. Like usual I can't reproduce this issue :( (This was on my
ATI laptop which had this game installed; haven't tried NV yet)

It sounds like some call uses incorrect coordinates or the image was read back
upside down. I think the previous test apps I used for RealizePalette (the
ddtex / donut samples from the DX7 SDK and Red Alert) are single buffered or
don't use the 'BltOverride back -> front flip' path which Jedi Knight uses. I
think that before the change RealizePalette was only used on the front buffer
because d3dfmt_get_conv 

Hopefully I can find something on my nvidia based laptop. BTW could you try to
run the game with OffscreenRenderingMode=backbuffer? I don't think it matters
but you never know.

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