http://bugs.winehq.org/show_bug.cgi?id=6617
------- Additional Comments From tony.lambregts(a)gmail.com 2007-08-04 16:31 -------
Created an attachment (id=5695)
--> (http://bugs.winehq.org/attachment.cgi?id=5695&action=view)
screenshot showing incorrectly rendered men.
As far as I can tell this is not fixed since I still see it with current GIT.
It may be something to do with my setup but I see this both fullscreen and
desktop.
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http://bugs.winehq.org/show_bug.cgi?id=7881
------- Additional Comments From tk_fhd_aui(a)yahoo.de 2007-08-04 16:28 -------
Thanks for the analyse.
I've taken a look into MSDN and it seems these are the basic painting
capabilities of windows. So I guess wine supports it, am I right there? If
yes, then the flag should be returned, right?
Sorry for asking stupid questions, but my windows programming experience is
from Windows 3.1 times and I'd like to get this fixed.
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http://bugs.winehq.org/show_bug.cgi?id=7991
Summary: Test Drive: Unlimited messed up graphics
Product: Wine
Version: CVS
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wine-directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: greg87(a)online.de
nocd used to start the game
Ill attach screenshot to illustrate the problems ingame.
This messages gets repeated everytime in the console.
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> 0x502 from
glUseProgramObjectARB @ glsl_shader.c / 2229
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> 0x502 from
glGetUniformLocationARB @ glsl_shader.c / 326
fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>> 0x502 from
glUniform4fvARB() @ glsl_shader.c / 141
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> 0x502 from
glGetUniformLocationARB @ glsl_shader.c / 326
fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>> 0x502 from
glUniform4fvARB() @ glsl_shader.c / 141
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http://bugs.winehq.org/show_bug.cgi?id=7990
------- Additional Comments From bas.westerbaan(a)gmail.com 2007-08-04 15:20 -------
Ok. When forcing ARB_TEXTURE_NON_POWER_OF_TWO I do get properly scaled movies,
_but_ the performance is terrible. I got just two frames rendered in a minute.
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http://bugs.winehq.org/show_bug.cgi?id=7990
------- Additional Comments From bas.westerbaan(a)gmail.com 2007-08-04 15:04 -------
Same problem here with my X1400 mobility. I'll try your hack.
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http://bugs.winehq.org/show_bug.cgi?id=7990
------- Additional Comments From hverbeet(a)gmail.com 2007-08-04 14:48 -------
My guess would be that's because ATI drivers don't completely support
GL_ARB_texture_non_power_of_two, even though their driver claims to support
something like OpenGL 2.0. We emulate support for NPOT textures on drivers that
don't support it themselves, but that breaks when shaders are used. You might be
able to hack around it by hardcoding
gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] to TRUE after the extension
detection in dlls/wined3d/directx.c, about line 825
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