[Bug 28404] Incoming Forces: visual glitches

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Feb 3 15:25:44 CST 2012


http://bugs.winehq.org/show_bug.cgi?id=28404

--- Comment #2 from Henri Verbeet <hverbeet at gmail.com> 2012-02-03 15:25:44 CST ---
I spent a fair amount of time on this, but I'm not quite sure where the problem
is. The smearing you see happens because the game doesn't clear the backbuffer
and depth buffer between frames, but instead just draws the skymap with depth
testing disabled. However, that gets clipped because the (rhw) vertices have
Z-values slightly larger than 1.0. A typical skymap triangle looks like this:

{8.01000000e+02, 3.67438812e+02, 1.00024152e+00, 8.41857855e-06}
{0.00000000e+00, 4.59675171e+02, 1.00024152e+00, 8.41857855e-06}
{0.00000000e+00, 3.00110535e+02, 1.00024152e+00, 8.41857855e-06}

Depth clamping avoided the clipping, but would be inconsistent with the
D3DPMISCCAPS_CLIPTLVERTS we report. (And the tests prove this.) Matteo tested
this on Windows with an NVIDIA card, and it works there as well. I suppose we
could just remove the cap and enable depth clamping again, but it strikes me as
hiding the real bug, since this is somehow supposed to work even with
D3DPMISCCAPS_CLIPTLVERTS.

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