[Bug 8051] Sims 2 demo exits prematurely

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Nov 27 03:50:59 CST 2015


https://bugs.winehq.org/show_bug.cgi?id=8051

--- Comment #127 from swswine at gmail.com ---
(In reply to Stefan Dösinger from comment #125)
> Our ProcessVertices so far only supports
> very basic fixed function operations - just transformation, no lighting
> support. For shader support we'll need to be able to interpret the shader on
> the CPU, or maybe we can work with one of those OpenGL feedback extensions.

At the first place ProcessVertecies does not understand VertexDeclaration
output buffer specification, while sims2 wants to use them and output buffer
has zero FVF code. 

I know it may sound very weird, but can't shader support in ProcessVertices be
done in a shorter way by just using application shader function in fixed
function GLSL pipeline in a way similar to how the normal application shaders
(without ProcessVertices) are used? The user shader and input buffer references
to the input buffer could be attached to the output buffer. Then VP shader code
can be used as a function when output buffer is used. Such output buffer would
be a sort of vertex shader closure :)) The Lock on such output buffer won't
work, but Sims2 does not lock these buffers (as I can see from my logs), and
overall it would be strange for the application to process vertices in its code
after requesting shader processing (if mainly for debugging purposes maybe).

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