[3/5] WineD3D: Implement texldd

Stefan Dösinger stefan at codeweavers.com
Tue Apr 28 13:29:56 CDT 2009


Am Dienstag, 28. April 2009 20:20:11 schrieb Henri Verbeet:
> 2009/4/28 Stefan Dösinger <stefan at codeweavers.com>:
> > Google magic. There's a blog entry on the OpenGL page describing the aim
> > of the extension, and there are other pages hinting that the functions
> > work the same way as those in GL_EXT_gpu_shader4, just with an ARB suffix
> > instead of an EXT.
> >
> > As far as I understand it, the ARB is still arguing about some details of
> > this extension, but ATI and Apple went ahead and shipped the current
> > state of this extension even though there's no formal specification yet.
> >
> > Obviously this extension is the only way to support texldd on ATI cards,
> > if there was a nicer one with a documented spec I'd prefer over this one.
>
> Is there anything that needs this real bad? I would prefer waiting for
> an actual spec, if reasonably possible.
I have Trackmania nations here that uses it for loading text. With the current 
git code, the text is missing and the game unplayable. With the tex() forward 
the text looks blurry and ugly. It is playable with the forward hack, but not 
pretty.

Honestly I don't expect that extension to get out of the limbo it is in 
anytime soon. It has been in this state for I think two years, with no 
progress. I think it has been standardized as part of the Shader Model 4 
functionality, but on dx9 ATI cards it is all we have(and on dx9 Nvidia cards 
the NV asm extensions are all we have)



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