[Bug 27145] Weapons Translucent Like Glass in FEAR 1 and 2.

wine-bugs at winehq.org wine-bugs at winehq.org
Thu Feb 16 06:36:34 CST 2012


http://bugs.winehq.org/show_bug.cgi?id=27145

--- Comment #53 from Henri Verbeet <hverbeet at gmail.com> 2012-02-16 06:36:34 CST ---
(In reply to comment #46)
> Created attachment 37930 [details]
> glPolygonOffset vs clipping GL demo
> 
> I am not sure if this is a bug in the drivers or a difference between the GL
> spec and d3d behavior. The attached program tests if the polygon offset
> influences clipping. It draws a green quad that is clipped on the left and
> right side and changes the polygon offset. If the driver behaves like d3d the
> green area doesn't move, otherwise it does.
> 
Afaik clipping is conceptually supposed to happen before polygon offset in
OpenGL. Polygon offset making a difference for clipping sounds questionable to
me, you might want to ask the relevant driver developers about that.

> Page 188 of the OpenGL 4.2 Core Profile says that with fixed-point depth
> buffers are "limited to the range [0;1] by clamping after offset addition is
> performed". As I understand it that means that GL should behave like d3d does,
> and the drivers get it wrong. However, the spec has apparently been edited.
> Also it is unclear what should happen to depth values that are outside [0;1]
> *before* the polygon offset is added.
> 
Probably nothing specific, although it should be noted that you're not supposed
to have any unless they're explicitly generated by a fragment shader. Regular
vertex depth values would be clipped to [-Wc;+Wc] and then mapped to [0;1] by
the W divide and depth range transform.

Is there any chance D3DRS_ZENABLE is disabled when the gun is drawn?

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