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

wine-bugs at winehq.org wine-bugs at winehq.org
Mon Aug 4 19:03:23 CDT 2008


http://bugs.winehq.org/show_bug.cgi?id=14762





--- Comment #5 from Tobias Jakobi <liquid.acid at gmx.net>  2008-08-04 19:03:22 ---
(In reply to comment #3)
> 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).
OK, I have GLSL disabled globally. But you might wanna take a look at:
http://bugs.winehq.org/show_bug.cgi?id=14751

I can reconfirm this (nearly) black screen bug with ORM=fbo, but not with
ORM=backbuffer. Maybe that's related.

> 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.
I think we're hitting a safe codepath here.

> Either way lots of:
> 
> fixme:d3d:transform_texture Non-power2 texture being used with generated
> texture coords
Hmm, I only get these with mirrors enabled. But I have to check again. Can you
try turning mirrors off in the ingame options?

> 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.
I hope this is fixable, though :)


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