--- Nick Burns <adger44(a)hotmail.com> wrote:
results of wined3d - d3d9 regression testing on
windows98se gf4 4200 64MB
(using wined3d+GLX->WGL patch)
General overview
some demos give odd crash on exit
resizing windows is hacked (blame me) -- instead
of stretching the output
-- it simply changes the vireport size
for programs that enumerate display modes the
screen flashes alot
for programs that enumerate display formats it
takes a LONG time to
startup
The slowdown is caused by this patch:
http://www.winehq.org/hypermail/wine-patches/2005/04/0289.html
I've been working on an improved version that looks up
what the graphics card supports once and generates a
lookup table for later validation which makes the
checks more or less instant, but it's not quite yet
ready yet.
dx9_texture_mipmapping (same as real d3d9 -- except
very very slow and the
filter work differently -- ... hard to explain)
dx9_spot_light (the spot light does not look the
same -- in fact the edges
are sharp not smooth)
lights are different in OpenGL compaired to DirectX
dx9_texture_addressing (... works on wined3d but not
my real d3d9)
That's because your card doesn't support texture
borders under DirectX, but OpenGL does.
dx9_2d_demo_game (extremely SLOW -- animations??
unsure too slow (like 0.1
fps))
I've got a fix that gets the frame rate upto around
30fps.
-------------
additional tested demos
fullscreen (cannot find windowed mode?) -- cannot
press f2 (crashes))
The fullscreen not windowed issue is because 24 bit
colour reports its self as being D3DFMT_A8R8G8B8 in
directx.c instead of D3DFMT_X8R8G8B8.
MultiDx (same as real d3d9 -- EXCEPT all panes draw
the teapot on a 1bit
buffer? -- and there are odd artifacts... hard to
explain)
DXCapsViewer (mode 0 -- 640x480xD3DFMT_X8R8G8B8 does
not show up -- problem
in mode iteration?)
DxTex (runs but does not display -- will not run on
my real d3d9)
dx9_lost_device (same as real d3d9 -- except says
texture object failed to
clean up properly -- problem in texture/resource
reference counting)
This demo requires _reset, and ref counting in wined3d
is a little different to DirectX. Also the lost device
demo doesn't clean up by the book, the extra
references are ones that the demo hasn't cleaned up
its self
dx9_multiple_devices (start rendering in one window
then just green...)
Multiple devices aren't supported yet
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