[Bug 8051] Sims 2 demo exits prematurely

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Nov 27 04:34:32 CST 2015


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

--- Comment #128 from Stefan Dösinger <stefan at codeweavers.com> ---
(In reply to swswine from comment #127)
> 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. 
Does it use a shader too, or just a vertex declaration?

> 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?
It's possible, but has its own set of issues. E.g. what do you do if the game
calls ProcessVertices two times with two different shaders (shader constants)
and the same output buffer, and then draws the entire buffer with one draw
call? What happens if one of the input buffers goes away or is modified between
ProcessVertices and DrawPrimitive? The shader state, and in particular vertex
shader constants and potential vertex textures, is pretty huge. Managing this
gets complex fast...

It's probably easier to hook into
https://www.opengl.org/wiki/Transform_Feedback instead.

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