Direct Draw "palette_convert"
Roderick Colenbrander
thunderbird2k at gmx.net
Thu Feb 15 01:52:06 CST 2007
Use this patch which I made a while ago. I still need to fix some things in it but it handles the conversion using fragment shaders. You need to set the DirectDrawRenderer to opengl and RenderTargetLockMode to readtex. I hope to clean it up soon.
Roderick
> I'm working on some direct draw code to get Carmageddon working.
>
> I think I have found my issue in IWineD3DPaletteImpl_SetEntries
>
> Carmageddon runs in 8 bit mode, my x windows is set at 24bit.
>
> If I drop xorg to 8bit, wine refuses to load.
> If i set it to 16bit, the Carmageddon menus are still bad, but
> noticeably better then running in 24bit.
>
> In SetEntries there is a bit of code idef'd out:
>
> #if 0
> /* Now, if we are in 'depth conversion mode', update the screen
> palette */
> /* FIXME: we need to update the image or we won't get palette fading.
> */
> if (This->ddraw->d->palette_convert != NULL)
>
> This->ddraw->d->palette_convert(palent,This->screen_palents,start,count);
> #endif
>
> Uncommenting the above only leads to compile errors.
> Dredging through the wine archives, I see that the palette convert
> functions haven't been there since 2000.
>
> Can anyone give me an idea on why they were removed & what might be
> the best way to reimplement some form of palette conversion?
> (Even just in a hacky way right now, so i can test my assumptions)
>
> --
> Nathan
>
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