http://bugs.winehq.org/show_bug.cgi?id=7153
Stinger <emrdanmark(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|UNCONFIRMED |RESOLVED
Resolution| |FIXED
--- Comment #2 from Stinger <emrdanmark(a)gmail.com> 2008-05-14 15:46:38 ---
Solved in 1.0-rc1
Transparency works in the application but not on the printout, everything
transparent is black on the printout.
Will submit new bug regarding this issue.
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Lars Herrmann <lars.herrmann82(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |lars.herrmann82(a)gmail.com
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http://bugs.winehq.org/show_bug.cgi?id=7848
--- Comment #13 from Alexandre Julliard <julliard(a)winehq.org> 2008-05-14 14:35:05 ---
Yeah the interrupt table is at address 0, the BIOS data at address 0x400, etc.
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--- Comment #41 from Jan Buecken <jb.faq(a)gmx.de> 2008-05-14 14:28:24 ---
(In reply to comment #38)
> The bug discussed here has (IMHO) little to do with display of cursors or other
> graphical glitches in games. It is strictly a GDI issue. If the glitch is fixed
> by switching to vesa (which effectively forces software OpenGL rendering), then
> it is not caused by this bug. This bug (on igowin) persists even on vesa.
>
At least we find out, that the Sacrifice bug is separate, isn't it?
Hence I'm going to open a own bug for Sacrifice.
( with (export) LIBGL_ALWAYS_INDIRECT=1 its the same effect, hence its
rendering dependent for this game...)
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--- Comment #12 from Dan Kegel <dank(a)kegel.com> 2008-05-14 14:22:08 ---
Is that for the DOS interrupt table, then?
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--- Comment #40 from Alexander Dorofeyev <alexd4(a)inbox.lv> 2008-05-14 14:14:01 ---
(In reply to comment #38)
> The bug discussed here has (IMHO) little to do with display of cursors or other
> graphical glitches in games. It is strictly a GDI issue. If the glitch is fixed
> by switching to vesa (which effectively forces software OpenGL rendering), then
> it is not caused by this bug. This bug (on igowin) persists even on vesa.
Yes, many if not all problems reported here have different origins. You can't
expect a pure gdi app that uses 8bpp DIBs and BitBlt to have a lot in common
with a d3d7 game - Sacrifice, neither can you expect the latter to have much in
common with a modern directx9 game that probably uses shaders (which Company of
Heroes afaik is).
It may be the summary that sounds too general that invites people to dump all
transparency issues to here.
About vesa and nvidia, I have no idea yet. I haven't looked into transparency
problem in Sacrifice, but I did notice that it's not cursor only. Inside the
game there were some units which looked like some of their textures are
supposed to have transparent areas but instead look black. But most likely the
difference in Sacrifice comes from different opengl features exposed by
drivers. This triggers different paths in wined3d and they may have bugs in
them that are otherwise hidden. In particular, presense of
GL_EXT_paletted_texture influences things a lot.
I personally would recommend creating individual bugs for programs like
Sacrifice, because indeed they can't possibly have anything to do with issues
affecting igowin. Those I understand relatively well, but to fully fix igowin
we need either DIB engine or at least a portion of it (8bpp BitBlt) because the
current method through X server is just poorly suitable for it, for all I know.
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--- Comment #11 from Alexandre Julliard <julliard(a)winehq.org> 2008-05-14 14:13:08 ---
(In reply to comment #10)
> I think, though I haven't checked, that a slightly less insecure
> workaround is possible; DOS doesn't really need the very lowest
> page, so we ought to be able to do
> $ sudo sysctl -w vm.mmap_min_addr=4096
> and have this still work...
No, it does need the first page.
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Dan Kegel <dank(a)kegel.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|UNCONFIRMED |NEW
Ever Confirmed|0 |1
--- Comment #10 from Dan Kegel <dank(a)kegel.com> 2008-05-14 14:02:37 ---
I've added this symptom to the workaround page.
I think, though I haven't checked, that a slightly less insecure
workaround is possible; DOS doesn't really need the very lowest
page, so we ought to be able to do
$ sudo sysctl -w vm.mmap_min_addr=4096
and have this still work...
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--- Comment #39 from Jan Buecken <jb.faq(a)gmx.de> 2008-05-14 13:58:54 ---
(In reply to comment #35)
> Possibly related to another bug I recently posted:
> http://bugs.winehq.org/show_bug.cgi?id=12766
I'm unsure, because I just tested this with the vesa driver. In this game the
bug is still present with the vesa driver, in contrast to my tests with
Sacrifice posted above...
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--- Comment #38 from Alex Villacís Lasso <a_villacis(a)palosanto.com> 2008-05-14 13:53:41 ---
The bug discussed here has (IMHO) little to do with display of cursors or other
graphical glitches in games. It is strictly a GDI issue. If the glitch is fixed
by switching to vesa (which effectively forces software OpenGL rendering), then
it is not caused by this bug. This bug (on igowin) persists even on vesa.
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