http://bugs.winehq.org/show_bug.cgi?id=6459
ianmacfarlane(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
BugsThisDependsOn| |7065
------- Additional Comments From ianmacfarlane(a)gmail.com 2007-04-01 07:20 -------
This game uses SecuROM.
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http://bugs.winehq.org/show_bug.cgi?id=4996
ianmacfarlane(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
BugsThisDependsOn| |7065
------- Additional Comments From ianmacfarlane(a)gmail.com 2007-04-01 07:14 -------
Apparently Condition Zero uses SecuROM, so it might be caused by that.
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http://bugs.winehq.org/show_bug.cgi?id=2705
ianmacfarlane(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
BugsThisDependsOn| |7065
------- Additional Comments From ianmacfarlane(a)gmail.com 2007-04-01 07:09 -------
The gold edition includes the Play The World expansion which apparently contains
SecuROM, so this might be caused by that.
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http://bugs.winehq.org/show_bug.cgi?id=6997
------- Additional Comments From hverbeet(a)gmail.com 2007-04-01 07:03 -------
Well, the depth buffer is shared between onscreen and offscreen in D3D, so it's
probably the device's implicit depth buffer that's bound to the FBO. If depth
testing is disabled we might be able to skip the copy, although we would have to
take care to copy it anyway if that state is later enabled again.
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http://bugs.winehq.org/show_bug.cgi?id=7079
mike(a)codeweavers.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Severity|critical |normal
Summary|FixMe |Matlab: "Desktop Launch
| |Failed"
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http://bugs.winehq.org/show_bug.cgi?id=7079
stefansava83(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Version|0.9.9. |0.9.28.
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http://bugs.winehq.org/show_bug.cgi?id=6997
------- Additional Comments From e0425955(a)student.tuwien.ac.at 2007-04-01 06:52 -------
Remove depth_blt does help since the slowdown actually occurs when calling
glVertex (so it must be the very texture access in the shader, it helps removing
it), as I forgot to mention. I can't reproduce such a condition that causes the
slowdown using OpenGL myself, but it seems Cedega can ...
But I don't understand why the depth blit has to happen in the first place since
I haven't bound an offscreen depth surface (only did SetRenderTarget(0,
texSurface), not enabled depth testing, and the result isn't any different when
removing the depth_blt (although this could be because of the simplicity of the
program).
And in this context I don't fully understand the (purpose of the) function, to
me it looks like the onscreen depth buffer is copied to texture and then the
depth values of the texture are written to the FBO depth surface, which isn't
bound, that means back to the onscreen depth buffer ?
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http://bugs.winehq.org/show_bug.cgi?id=7079
Summary: FixMe
Product: Wine
Version: 0.9.9.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: critical
Priority: P3
Component: wine-user
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: stefansava83(a)gmail.com
Hi,
I'm trying to run Matlab 6.5 (13) on wine-0.9.28 and after I install it without
errors.... when it should start it gives me this error ::::
fixme:wtsapi:WTSEnumerateSessionsA Stub (nil) 0x00000000 0x00000001 0xe0cdd4
0xe0cddc :::: and an dialog window with "Desktop Launch Failed"....
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