[Bug 14724] Max Payne 2: PP effect performance (ORM=fbo)

wine-bugs at winehq.org wine-bugs at winehq.org
Sat Aug 2 09:45:02 CDT 2008


http://bugs.winehq.org/show_bug.cgi?id=14724





--- Comment #4 from Tobias Jakobi <liquid.acid at gmx.net>  2008-08-02 09:45:01 ---
Update:
http://www.opengl.org/wiki/index.php/NPOT_Textures

Quoting from the link:
With GL 2.0, you can make textures of any type (2D, 3D, cubemap), with any
dimension, any filter mode, mipmaps, anisotropy, any wrap mode. It may however
run in software mode. If GL_ARB_texture_non_power_of_two is present, it should
always run in hw mode. GL_ARB_texture_non_power_of_two is thus an indicator
extension.
If you don't have GL_ARB_texture_non_power_of_two, then you can make NPOT
texture, just that follow the same limitation as for GL_ARB_texture_rectangle
(no mipmaps, GL_CLAMP_TO_EDGE, etc) and it will be hw accelerated.
Geforce FX is an exception. It will always do software rendering. You have to
use GL_ARB_texture_rectangle for this GPU.

@Stefan: So we should add the FX series to the fixup list and disable
unconditional NP2 support completly, right?

Leaves us with the question: Why does bullettime PP effects stop working after
enabling the texture_rectangle extension?

Greets,
Tobias


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