[Bug 12816] Age of Conan crashes
wine-bugs at winehq.org
wine-bugs at winehq.org
Thu Apr 2 18:41:29 CDT 2009
http://bugs.winehq.org/show_bug.cgi?id=12816
Stefan Dösinger <stefandoesinger at gmx.at> changed:
What |Removed |Added
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CC| |stefandoesinger at gmx.at
--- Comment #17 from Stefan Dösinger <stefandoesinger at gmx.at> 2009-04-02 18:41:24 ---
Note that the rejected query for these formats doesn't necessarily cause the
problem. These are Vendor specific formats(similar to GL_NV_* and GL_ATI_*
opengl extensions), so applications usually cope with them not being
available(and probably run a bit slower, or less memory efficient, or cannot
work around a driver bug that doesn't exist in the first place, ...)
ATI1: Don't know about that one
ATI2: That one's equivalent to GL_ATI_texture_compression_3dc, and supported if
the extension is available(should be gone from the debug complaints even on NV
cards). It has been promoted into direct3d 10 core, so Nvidia Geforce 8+ cards
support it too, via GL_EXT_texture_compression_rgtc. This is also implemented
in Wine.
AL16: Probably GL_LUMINANCE_ALPHA with 16 bit each, but not sure. Google
doesn't find any description
R16: Probably GL_RED16, google is pretty mum on it
RAWZ, INTZ: Those are ugly. They're described in the Nvidia GPU programming
guide, and are a way to read depth values into a shader without copying them
from a depth buffer to a color buffer first. INTZ sounds related to standard
opengl depth textures, but I have to read more docs. Maybe INTZ matches
DEPTH_COMPONENT24_ARB
DF16, DF24: Similar to INTZ, just for ATI cards this time. Kinda like
DEPTH_COMPONENT16_ARB / DEPTH_COMPONENT24_ARB.
Depth textures in d3d are a bit odd, and need some more test cases. It seems
that on ATI you need the vendor specific DF16 / DF24 formats. On OpenGL,
D3DFMT_D16 works as well, but sampling from it performs an implicit comparison
against the incoming fragment's depth. Maybe DEPTH_COMPONENT16_ARB does the
same, I have to look that up.
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