[Bug 14762] Max Payne 2: sepia tone filter issues (high PPE)

wine-bugs at winehq.org wine-bugs at winehq.org
Mon Aug 4 17:35:01 CDT 2008


--- Comment #3 from Alexander Dorofeyev <alexd4 at inbox.lv>  2008-08-04 17:35:01 ---
Yes it's there on geforce6100 with non-pow2 extension disabled. In backbuffer
it's "bullet time filled with solid color", in fbo it's even worse in the
current git, the "corridor flythrough" intro with motion blur shows total
corrupted garbage and console is spammed with tons of errors including some
glsl shader stuff (i have it default which is on i guess).

Disabling texture_rectangle as well in directx.c makes it render
semi-correctly, even with orm=fbo, but there's is only a subrectangle rendered
in bullet time.

Either way lots of:

fixme:d3d:transform_texture Non-power2 texture being used with generated
texture coords

I guess what this all means is there were several versions of code none of
which really worked 100% perfectly but each has its own drawbacks. For this
particular game older code used to work better.

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