http://bugs.winehq.org/show_bug.cgi?id=7924
------- Additional Comments From stefandoesinger(a)gmx.at 2007-05-06 06:39 -------
Created an attachment (id=6623)
--> (http://bugs.winehq.org/attachment.cgi?id=6623&action=view)
Hack for this problem
The attached patch addresses this problem by checking which sampler is beeing
read by the shader and avoiding setting the per sampler settings on the texture
if the sampler isn't used. It is a hack however, and it breaks the flashlight
in hl2.
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http://bugs.winehq.org/show_bug.cgi?id=5776
stefandoesinger(a)gmx.at changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|UNCONFIRMED |NEW
Ever Confirmed| |1
------- Additional Comments From stefandoesinger(a)gmx.at 2007-05-06 06:37 -------
The water problem is indeed the same as the problem in the pixel shader test,
but its not really related to pixel shaders(and yes, its bump mapping)
3Dmark2001 assigns the perturbation texture to sampler 0, 1 and 2, but the
shader only reads from sampler 0. From sampler 1 and 2 it just uses the
texture coordinates for the tex3m3 instructions. Sampler 0 has the u and v
coordinates set to REPEAT, while sampler 1 and 2 have them set up to CLAMP
coords outside 0.0 and 1.0 to 0.0 and 1.0 resp.
Now the problem is that in d3d the texture address mode is a per sampler
setting, while in opengl it is a per texture setting. So sampler 0 is applied
correctly, texture address mode set to repeat. When sampler 1 is set up
afterwards, the address mode gets changed and set to clamp.
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http://bugs.winehq.org/show_bug.cgi?id=7705
MrMessiah(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |mrmessiah(a)gmail.com
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http://bugs.winehq.org/show_bug.cgi?id=8606
------- Additional Comments From blin(a)gmx.net 2007-05-06 04:42 -------
This fixme is not what breaks your program. If all you want to report is this
fixme, this bug is a dupliucate of bug #1226. If you want to report on other
networking issues with your application, please attach a +winsock trace to this bug.
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------- Additional Comments From russofris(a)hotmail.com 2007-05-06 04:31 -------
I will test this tonight. Thanx for looking into this Stef, as it looks like my
corp is going to war with BOB and my wintel laptop wasn't making it easy.
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http://bugs.winehq.org/show_bug.cgi?id=8592
------- Additional Comments From killertux(a)suomi24.fi 2007-05-06 04:30 -------
as far as I know this seems to be duplicate of bug 1798
since... Esc Key worked on Wine desktop in Myth: The Fallen Lords version 1.3
and on managed mode keyboard input was directed to console. so seems to be long
known issue.
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http://bugs.winehq.org/show_bug.cgi?id=7045
------- Additional Comments From ben(a)atomnet.co.uk 2007-05-06 04:11 -------
This bug isn't for Tungsta, it's for Morrowind which the fact that Tungsta works
and this doesn't proves they aren't the same bug.
Second: You don't remove bug links from the AppDB unless they are wrong (so if
this really was a bug effecting tungsta you'd leave it there).
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------- Additional Comments From mailing_list(a)orange.nl 2007-05-06 04:00 -------
This bug is about Myth: The Fallen Lords, Myth II works perfect :)
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------- Additional Comments From killertux(a)suomi24.fi 2007-05-06 03:47 -------
"Myth: The Fallen Lords"
OR / AND ?
"Myth II: Soulblighter" ???
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