[Bug 15738] Max Payne 2: Ingame windows rendered incorrect with nvts pipe

wine-bugs at winehq.org wine-bugs at winehq.org
Sun Apr 26 10:24:23 CDT 2009


http://bugs.winehq.org/show_bug.cgi?id=15738





--- Comment #14 from Stefan Dösinger <stefandoesinger at gmx.at>  2009-04-26 10:24:19 ---
I remember that this game made troubles with the ARB pipeline at first, just in
an opposite way, by showing completely opaque windows. The problem back then
was incorrect clamping behavior. Ie, the game uses D3DTOP_ADD, then
D3DTOP_MODULATE. The ADD could produce a temporary result > 1.0. The FFP
pipeline always clamps values to [0.0; 1.0]. So I changed the operations that
could go above 1.0 or below 0.0 to use the _SAT version of the instruction,
which fixed the bug.

As far as I know NVTS doesn't support values > 1.0. However, one might have to
make sure that values stay > 0.0(I think the supported range is [-1.0;1.0]). I
don't know for sure what happens if an ADD produces something > 1.0, maybe it
is undefined.


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