d3d: unhandled texture formats
fenix at club-internet.fr
Wed Apr 5 02:27:42 CDT 2006
On Wednesday 05 April 2006 04:13, Jason Green wrote:
> On 4/4/06, Raphael <fenix at club-internet.fr> wrote:
> > On Tuesday 04 April 2006 12:48, Ivan Gyurdiev wrote:
> > > The F.E.A.R and BF2 demos crash immediately after complaining about:
> > > fixme:d3d:D3DFmtGetBpp Unhandled fmt(36,WINED3DFMT_A16B16G16R16)
> > > fixme:d3d:debug_d3dformat Unrecognized 81 D3DFORMAT!
> > Just fix it :)
> > > I have some native dlls installed, d3dx9_*.dll, mscoree.dll... that
> > > have no wine implementation.
> > yes, no problem.
> > > According to msdn:
> > > D3DFMT_A16B16G16R16 36 64-bit pixel format using 16 bits for each
> > > component.
> > use GL_RGBA16_EXT for that (GL format is GL_RGBA,GL_UNSIGNED_SHORT)
> > > D3DFMT_L16 81 16-bit luminance only.
> > use GL_LUMINANCE16_EXT for that (GL format is
> > GL_LUMINANCE,GL_UNSIGNED_BYTE)
> On this topic, how about floating point formats such as
> D3DFMT_A16B16G16R16F? I have an app that checks for a lot of missing
> float formats. It keeps running even though that function returns
> false, but there are tons of graphical bugs. There's a comment in the
> code about having to do some card-specific stuff to support this in
> OpenGL (NV vs. ATI extensions).
> I tried adding those formats in, but just mapping the individual float
> colors over to one of the unsigned int formats (thinking that even if
> the colors are wrong, they should still show up as *something* instead
> of black). However, I didn't notice any difference in the output.
> Eventually wine should support these formats obviously, but is there a
> simpler test app out there that could display
> surfaces/textures/whatever in each color format and see which ones
> work or fail? Civ4 takes a minute just to load, and another 30
> seconds to get into the game portion that fails, so it's not the ideal
> test app. :)
Always play with beautifull samples :)
learn more here http://www.debevec.org/)
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