Bug that still exists for almost 10 years.
Hello, I'm helping with the first private server for Phantasy Online Universe that will be made public really soon, but the game can't run correctly with this problem: https://bugs.winehq.org/show_bug.cgi?id=6955 It's been about almost 10 years that this issue has been submitted. We were told in 2009 that there was plans to get this fixed. https://forum.winehq.org/viewtopic.php?f=2&t=6626 but nothing has came from it. This is a bit important that this gets fixed soon or else the Mac wine wrapper at launch will be a dud... Can somebody tell me the progress of this? -- Thanks, Joshua Hale
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Am 2015-03-18 um 04:12 schrieb Joshua Hale:
Hello,
I'm helping with the first private server for Phantasy Online Universe that will be made public really soon, but the game can't run correctly with this problem: https://bugs.winehq.org/show_bug.cgi?id=6955
Does the game in question actually need vertex blending, or does it just want the max vertex blend matrices value return 4?
It's been about almost 10 years that this issue has been submitted. We were told in 2009 that there was plans to get this fixed. https://forum.winehq.org/viewtopic.php?f=2&t=6626 but nothing has came from it. We have a vertex pipeline replacement now, and Matteo is currently working on replacing fixed function uniforms with real GLSL uniforms, which will allow us to load additional data into the shader that is not otherwise supported by the GL fixed function pipeline.
Still implementing vertex blending is not as easy as flipping a button. It hasn't really been a priority since I have not seen any game that actually uses it. The only "use" it has is that native d3dx9 accidentally depends on the reported capability.
This is a bit important that this gets fixed soon or else the Mac wine wrapper at launch will be a dud... Can somebody tell me the progress of this? Patches are welcome :-) .
Though to my knowledge Apple implements GL_ARB_vertex_blend, so this functionality should just work if you disable GLSL or change directx.c to use the fixed function vertex pipeline instead of our GLSL implementation. -----BEGIN PGP SIGNATURE----- Version: GnuPG v2 iQIcBAEBAgAGBQJVCtaPAAoJEN0/YqbEcdMwf10P/jH2D70/lGxIG7XoYBsxdifk Pz6G8PQkTfDUmAiU0WELh3heGV6e27AURo8PRfQ2yVWnP0zK0k8/PbUwO+cp0Y5i a3svXZz/+oXf7kPyjR/sLWguN+J3MJfRihp909w4JfVXuPNnPW4VwWKbnyohdTGB 79Y1S+vmZgFzCTSq9RRDOeyX0vYGx92n/BH3mkSgyTvyhsICgqJSDn6RM5EUzoHf xRWhqs3soQv2KnB0igEOhJvu+alJvhPJ+qAnpsn/MLxHo+3fccTFVCvzrEK/rrwy fZt/n9dzacPmw1elG4aLCNRXAK9tBtXPRwrzVDy/fJ5nBfPDHjE7Z+ZtHGV+yK/o BUYGYUIAItKmy/jp5vOuNNMJHBFVqXxAHKYOeNDG5vH8sdlTUjW72z2Gs1Flg8LU JXBEu2hLy5sbOCrXWV5idHH417mJbXSKB4/qTOPIUUdRtKv6mPT6RgJEWauToS/K XiPOC8YdhwP9DvbzM0tscR4WFDsNzoNOX3C2D5j0MmIuxW+vcHaSbPW+gdRhwGz3 +O0BnpTbBUaPHFVaY0NrengUC0l/HiLkdPp/5re5KttFebjmz1/uhYKCqNAORod1 ayHt/2N6qULQOl950yOKOxtoh8vqa4fQCoyJkKIbVKjW8W1s0IygfdETQAPn/y2x LBwb+lo9YZ3iXWF/Nsqc =huWv -----END PGP SIGNATURE-----
participants (2)
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Joshua Hale -
Stefan Dösinger