DOOM 3 misses some opengl32 wgl* and Cg functions

Ove Kaaven ovek at arcticnet.no
Sat Aug 7 02:56:24 CDT 2004


fre, 06.08.2004 kl. 23.58 skrev Lionel Ulmer:
> > Couldn't find proc address for: wglSwapIntervalEXT
> 
> I do not know any equivalent GLX extension for this.

GLX_SGI_swap_control is almost equivalent, it just doesn't have a query
function. It's probably not critical functionality though.

> > Couldn't find proc address for: wglBindTexImageARB
> > Couldn't find proc address for: wglReleaseTexImageARB
> 
> Would need to study what these are for and if there is an equivalent GLX
> extension.

Sounds like WGL_ARB_render_texture. No GLX equivalent yet. It's possible
to fall back to ordinary glCopyTexImage stuff, which I suspect the game
should be smart enough to do if it can't find these.

> > GL_ARB_texture_non_power_of_two not found
> 
> What kind of NVIDIA card do you have ? Wine should report all extensions
> reported by the Linux card to the Windows application.

nvidia just doesn't seem to support this on the cards we have here
either. They just have GL_NV_texture_rectangle. The game could probably
fall back to this too if ARB_texture_non_power_of_two doesn't exist.

> > Almost all computer terminals in the game show static black & white noise 
> > (instead of some animated computer screen image).
> 
> I suppose this is where NP2 textures are used. No idea why the fallback dose
> not work.

Or perhaps where pbuffers are used.

And since the original poster said:

> BTW, DOOM 3 crashes at program start in Cedega, you made it better!

here's a howto from someone who did make it start with Cedega CVS:

http://www.linux-militia.net/howtos/doom3/doom3.html

Since there's some level of pbuffer support in Cedega, it might provide
better graphics.




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