http://bugs.winehq.org/show_bug.cgi?id=14561
Summary: Outlaws window shrinked to 1/4 of screen
Product: Wine
Version: 1.1.0
Platform: PC
URL: ftp://ftp.lucasarts.com/demos/pc/outdemo_v2.exe
OS/Version: Linux
Status: NEW
Keywords: download
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: alex(a)thehandofagony.com
When exiting a screen that has standard Win32 controls & look, Outlaws is
shrinked to the upper left 1/4 of the screen; the rest is black. I believe
this is a regression, but I'll have to check. IN that case it is probably
quite old.
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http://bugs.winehq.org/show_bug.cgi?id=10712
Summary: LieroX direct draw error
Product: Wine
Version: 0.9.46.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: wine-directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: pleasedontspamme(a)mail2mycell.com
trying to run lierox, I get the error:
Failed to set the video mode 640x480x16
ErrorMsg: DirectDrawSurface:Release: Unknown DirectDraw error: 0x1
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http://bugs.winehq.org/show_bug.cgi?id=10167
Summary: sacred: Sacred crashes randomly after several actions in
game
Product: Wine
Version: 0.9.47.
Platform: PC
URL: http://www.sacred-game.com/index.php
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: wine-directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: daniel.spies(a)fuceekay.com
CC: daniel.spies(a)fuceekay.com
Created an attachment (id=8753)
--> (http://bugs.winehq.org/attachment.cgi?id=8753)
Console output of Crash
Sacred crashes randomly if you do several things ingame.
Some examples:
- clicking on a portal (similar to Diablo 2 town-portals)
- opening the quest log (key "L")
- opening the overview map (key "M")
- pressing escape to get the game menu
Sometimes the game crashes without doing anything.
I will submit several crash logs...
Regarding the logs I assume this is an wine-directx-ddraw issue.
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http://bugs.winehq.org/show_bug.cgi?id=9330
Summary: application related Directdraw memory overflow- versions
after 0.9.35
Product: Wine
Version: 0.9.41.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: wine-directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: doom3d(a)atw.hu
Heroes of Might and Magic III. Complete crashed before first screen saying
directdraw error. My system is Ubuntu 7.04+ wine 0.9.41.
***
DirectDraw Error(14):
"DDERR_OUT OF MEMORY"
File: 'C:\Dev\Heroes3 Exp2\Game\Wingraph.cpp
line 154
***
Full cross-check:
- reinstalling heroes III.- no change
- reinstalling wine 0.9.41- no change
- switching back wine to 0.9.35- game runs propely
- installing wine 0.9.41 again- original error reproduced
Winecfg shows "missing libjack.so". This file is still missing after
reinstalling jack. Don't know how to get libjack.so ?
This problem was present with all wine versions. (0.9.23-0.9.41)
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http://bugs.winehq.org/show_bug.cgi?id=17215
Summary: Regression in Sid Meier's Alpha Centauri
Product: Wine
Version: 1.1.3
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: johan.gill(a)gmail.com
Starting Sid Meier's Alpha Centauri, the title screen is garbage.
A regression test says that fd0e60180a1979e3dd8730bd4922556a73353ea6 is first
bad commit
commit fd0e60180a1979e3dd8730bd4922556a73353ea6
Author: Roderick Colenbrander <thunderbird2k(a)gmx.net>
Date: Thu Aug 21 20:51:18 2008 +0000
wined3d: Fix window rewrite regression.
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http://bugs.winehq.org/show_bug.cgi?id=11297
Summary: RosenkreuzStilette fails to acquire a DirectDraw object
Product: Wine
Version: 0.9.53.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: suikun(a)suikun.de
Created an attachment (id=10387)
--> (http://bugs.winehq.org/attachment.cgi?id=10387)
Relevant part of the warn+all output
The MegaMan doujin clone RosenkreuzStilette fails to acquire a DirectDraw
object and subsequently refuses to start up. I've attached the relevant part of
the log of WINEDEBUG=warn+all with the appropriate translations from Japanese.
A trial version of the game is availible at
http://kurotama.sakura.ne.jp/product/rks/ under downloads, further down the
page (below the warning to not use a download accelerator).
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http://bugs.winehq.org/show_bug.cgi?id=27314
Summary: Requiem: Avenging Angel - Black main menù after
running a game with wine >=1.3.20
Product: Wine
Version: 1.3.20
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: cyclops(a)fastwebnet.it
This is a regression bug.
With wine version >= 1.3.20, if you load a savegame (or just run a new game)
and then press "esc" to go to the main menù, it shows completely black.
If you use wine <=1.3.19, you can run a game and then you can go to the menù
without issues.
If you need a log, please ask me.
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http://bugs.winehq.org/show_bug.cgi?id=12580
Summary: JewelQuest crashes/loops while starting
Product: Wine
Version: 0.9.41.
Platform: PC
URL: http://www.reflexive.com/JewelQuest2.html
OS/Version: Linux
Status: NEW
Keywords: download
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: austinenglish(a)gmail.com
Created an attachment (id=12167)
--> (http://bugs.winehq.org/attachment.cgi?id=12167)
+relay,+seh,+tid log in git, rzip -9'ed
When trying to start JewelQuest, the game pops up a little buy me now screen.
Press play game, then the screen closes, and relaunches the same screen.
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
fixme:d3d:IWineD3DDeviceImpl_Release (0x151a10) Device released with resources
still bound, acceptable but unexpected
fixme:d3d:dumpResources Leftover resource 0x154f30 with type
1,WINED3DRTYPE_SURFACE
Loops infinitely.
+relay,+seh,+tid attached (ran the game, pressed play game once, then closed)
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http://bugs.winehq.org/show_bug.cgi?id=24662
Summary: Plants vs Zombies is not smooth
Product: Wine
Version: 1.3.4
Platform: x86
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: wylda(a)volny.cz
Created an attachment (id=31177)
--> (http://bugs.winehq.org/attachment.cgi?id=31177)
screen shot rather in PNG
Since bug 21676 was fixed recently i give a try today and found out, that the
fix brought some graphic problems. Attachment shows that better.
Simply wine-1.3.4 is smooth.
Wine-1.3.4 + Henri's patch shows pixels like downsampled.
I'm talking about following patch:
commit 5fa84c56c344927dcb13b12409fbf64d738438f4
ddraw: Remove another hack.
It breaks actual front buffer / back buffer flips.
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http://bugs.winehq.org/show_bug.cgi?id=23274
Summary: Jedi Knight: Dark Forces II screen blue-tearing when
picking up an item
Product: Wine
Version: 1.1.28
Platform: x86
URL: http://www.filefront.com/845549/jedidemo.exe
OS/Version: Linux
Status: NEW
Keywords: download, regression
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: wylda(a)volny.cz
CC: hverbeet(a)gmail.com
Blocks: 22684
Created an attachment (id=29010)
--> (http://bugs.winehq.org/attachment.cgi?id=29010)
Savegame - standing before gun
When an weapon is picked up, screen should go into faint blue for fraction of a
second (verified on windows). Instead, on weapon pickup screen is choppy with
"blue-belt" moving from top-down.
Regression test between 1.1.27 and 1.1.28 reveal:
commit ecd2dc7603382388665daa83a60fa0e4a5eadb38
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Fri Aug 14 09:23:25 2009 +0200
wined3d: Make RTL_READTEX the default rendertarget locking method.
For most cards this should make more sense than RTL_READDRAW, even if e.g.
surface_upload_data() has some room for improvement.
:040000 040000 cc7143b222409b613cb6a8d2299fd6119daa71e1
1f23cb38ca38458424babb6bdbed76b40ec5b6bf M dlls
Correct behavior can be tested on top of 1.1.28 with "winetricks
rtlm=readdraw". Things got worse around bug 22684. As this is underlying
problem, i make this one as blocker for 22684.
Steps to reproduce:
1. Set windowed mode 800x600
2. Download and install
3. There is savegame before gun, to test pickup
4. In game don't checks 3d acceleration
Note: Unfortunately putting back readdraw makes game menu somewhat unreadable,
but working.
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http://bugs.winehq.org/show_bug.cgi?id=12890
Summary: Menu doesn't render in Thief The Dark Project in readtex
mode
Product: Wine
Version: CVS/GIT
Platform: PC
URL: http://www.thief-thecircle.com/download.asp?fid=293
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: alexd4(a)inbox.lv
When going to menu by pressing ESC from the actual game level, menu doesn't
render (neither in full screen or desktop mode) when RTL mode is readtex.
Screen is not updated at all despite you can hear menu music and sound effects
as mouse passes clickable menu items. I get it on Geforce 2 mx and Geforce6100
and reportedly it also happens on some other nvidia cards.
Also happens immediately if directdrawrenderer is set to opengl (without it
menu works before starting level, apparently because it's rendered by gdi).
In other games readtex seems to work fine for me, so probably this indicates
some bug in wined3d triggered by readtex mode.
Demo is available.
Also affects system shock 2 (also Looking Glass Studio, probably shares engine
code) and, probably also Thief 2 - The Metal Age (I didn't check but it has
almost same engine).
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http://bugs.winehq.org/show_bug.cgi?id=12976
Summary: ZDaemon flickers
Product: Wine
Version: 0.9.59.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: x86xlat(a)gmail.com
Latest ZDaemon (http://zdaemon.org/) with Wine (0.9.59-0.9.61, maybe some
earlier version too, I missed some) flickers in fullscreen mode while picking
item or taking damage. If you try to turn on "Direct Draw Palette Hack" option
from video options menu it begins flicker right away. There was no such problem
with 0.9.50.
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http://bugs.winehq.org/show_bug.cgi?id=10133
Summary: After successful installation, Pool of Radiance 1.4 does
not start
Product: Wine
Version: 0.9.47.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wine-x11driver
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: sick_soul(a)yahoo.it
Created an attachment (id=8709)
--> (http://bugs.winehq.org/attachment.cgi?id=8709)
WINEDEBUG=+relay captured stderr
After successfully installing Pool of Radiance 1.4,
and using the nocd patch as suggested in the appdb comments,
the game does not start.
Running wine por2Main.exe opens a black window in the top left corner
of the screen for a very brief moment,
and then the program quits.
I attach the stderr of WINEDEBUG=+relay as a gzipped text file.
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http://bugs.winehq.org/show_bug.cgi?id=21878
Summary: Sonic R produces a blank screen in Direct3D mode
Product: Wine
Version: 1.1.39
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: RandomAccountName(a)mail.com
CC: stefan(a)codeweavers.com
Created an attachment (id=26517)
--> (http://bugs.winehq.org/attachment.cgi?id=26517)
Terminal output from 1.1.39
Sonic R has an option to use DirectDraw or Direct3D, and while DirectDraw mode
works fine, Direct3D mode just produces a blank screen. If I blindly navigate
to the character selection screen, I can see textureless character models, but
that's it.
Older AppDB tests for this game show that Direct3D mode worked ages ago, but
this bug appeared sometime between 0.9.35 and 0.9.38. After much reverse
regression testing, I confirmed this and tracked down the problematic commit:
d9fef10b71b9add27cfaeffa6d7e3ab42342bba7 is first bad commit
commit d9fef10b71b9add27cfaeffa6d7e3ab42342bba7
Author: Stefan Dösinger <stefan(a)codeweavers.com>
Date: Wed May 9 11:49:27 2007 +0200
ddraw: Some caps fixes.
Cards at DirectX7 times did not support non power of 2 textures, and
some games check the capatiblity flags incorrectly. Rollcage expects the
D3DPTEXTURECAPS_POW2 (limitation) flag set and fails with the reference
rasterizer which support NP2 textures and doesn't have the cap set.
:040000 040000 1013c4b33687335d59f27ceb09eece1453c41f27
f06bfc86b0a1bfa5c37b1b46819019018d57d770 M dlls
Since I doubt the patch would still revert cleanly after all this time, I tried
the first version with it included (0.9.37). Vanilla 0.9.37 shows a blank
screen in Direct3D mode; with the patch reverted, the game can be seen, albeit
with graphical bugs (apparently from an even older regression).
My video hardware is Intel GMA 950, driver version 2.9.0.
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http://bugs.winehq.org/show_bug.cgi?id=14955
Summary: Master of Orion 2: wine crashes after quitting the game
Product: Wine
Version: 1.1.3
Platform: Macintosh
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: bunk(a)stusta.de
Created an attachment (id=15563)
--> (http://bugs.winehq.org/attachment.cgi?id=15563)
complete log
Backtrace:
=>1 0x00000000 (0x0033fb78)
2 0x7e8899e4 IDirectDrawSurfaceImpl_BltFast+0xf4() in ddraw (0x0033fbb8)
3 0x7e88c36c IDirectDrawSurface3Impl_BltFast+0x5c() in ddraw (0x0033fbe8)
4 0x00527110 in orion95 (+0x127110) (0x0033fd74)
5 0x7ea66247 call_window_proc+0x67() in user32 (0x0033fdb4)
6 0x7ea6a3a2 WINPROC_call_window+0xf2() in user32 (0x0033fdf4)
7 0x7ea2b5e6 DispatchMessageA+0x96() in user32 (0x0033fe34)
8 0x005278f2 in orion95 (+0x1278f2) (0x7ea2b550)
9 0x6ce85356 (0x57e58955)
10 0x00000000 (0x00000000)
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http://bugs.winehq.org/show_bug.cgi?id=24668
Summary: Introduction screen in Melty Blood is drawn
upside-down
Product: Wine
Version: 1.3.4
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: tyle7(a)hotmail.com
CC: hverbeet(a)gmail.com
Created an attachment (id=31183)
--> (http://bugs.winehq.org/attachment.cgi?id=31183)
Terminal output in wine-1.3.4-202-g47d2a00
In wine-1.3.4-202-g47d2a00 introduction screen and fighting scenes in Melty
Blood are rendered upside down. These were drawn correctly in wine 1.3.4.
A regression test yields the following result:
5fa84c56c344927dcb13b12409fbf64d738438f4 is the first bad commit
commit 5fa84c56c344927dcb13b12409fbf64d738438f4
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Tue Oct 5 14:32:35 2010 +0200
ddraw: Remove another hack.
It breaks actual front buffer / back buffer flips.
:040000 040000 3b85800dcfb6069dc55abe0daa21e63694c1d600
5add7ba691e5b542e503ea14b373af3b9a569a36 M dlls
:040000 040000 dd04818a2c84caaf8d64932e313154e159ad5621
205e27a6da9999ca94a47e7bedffbb4b0d02e0c5 M include
Reverting this commit makes the screens be drawn correctly. Apparently this
game depended on the ddraw hack mentioned in the commit.
The biggest differences in error logs is that the terminal now is spammed with
many occurrences of:
fixme:d3d:context_apply_blit_state Applying blit state for an offscreen target
with ORM_FBO. This should be avoided.
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http://bugs.winehq.org/show_bug.cgi?id=9686
Summary: Zork: Nemesis and Zork: Grand Inquisitor seem to have
applied incremental filter over static parts of screen
image
Product: Wine
Version: 0.9.45.
Platform: PC
URL: http://appdb.winehq.org/appview.php?iVersionId=6034
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: wine-opengl
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: vit.hrachovy(a)sandbox.cz
Created an attachment (id=8106)
--> (http://bugs.winehq.org/attachment.cgi?id=8106)
Screen after few seconds of rendering
Hello
using the following Direct3D options, I've finally managed to run Zorks:
DirectDrawRenderer=opengl
RenderTargetLockMode=readdraw
However, the screen render still is not 100%, it looks like there is some sort
of incremental filter for static parts of picture.
See the attached pictures for more info, see the link below for demo installer
and Installation HOWTO.
Demo download and Howto install:
http://wood.sandbox.cz/zork-grand-inquisitor/
Regards
Vit
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http://bugs.winehq.org/show_bug.cgi?id=20712
Summary: Starting Diablo wine crashes
Product: Wine
Version: 1.1.33
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: jon.dufresne(a)gmail.com
Wine 1.1.33
When starting Diablo 1.09, wine crashes immediately. Debug output to follow.
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http://bugs.winehq.org/show_bug.cgi?id=17117
Summary: Chicken Tournament: needs ComputeSphereVisibility
Product: Wine
Version: 1.1.13
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: normandy(a)web.de
CT needs ComputeSphereVisibility function. A implementation found here:
http://www.nabble.com/ComputeSphereVisibility:-a-patch-td20506949.html
does not work very well, sometimes it's totally wrong, then the upper and lower
quarter of the screen seems not to be checked correctly, everything in here is
"invisible" and not rendered therefore.
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http://bugs.winehq.org/show_bug.cgi?id=10821
Summary: System Shock 2 not loading up
Product: Wine
Version: 0.9.51.
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: wine-directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: webmaster(a)knad.co.uk
Created an attachment (id=9687)
--> (http://bugs.winehq.org/attachment.cgi?id=9687)
Error report
I have System Shock 2 installed corrently (no-cd etc, runs fine on windows).
But in Ubuntu 7.10 on the latest wine (wine repository) it does not load (error
attached).
I am using NVIDEA graphics driver.
The error is from running the command: wine c:/Sshock2/shock2.exe
I have also tried running via: schedtool -a 0x2 -e wine c:/Sshock2/shock2.exe
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http://bugs.winehq.org/show_bug.cgi?id=19146
Summary: The ClueFinders Reading Adventures Ages 9-12 crashes
on startup
Product: Wine
Version: 1.1.24
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: arethusa26(a)gmail.com
Created an attachment (id=22124)
--> (http://bugs.winehq.org/attachment.cgi?id=22124)
ClueFinders Reading Adventures backtrace
With today's Git (wine-1.1.24-421-ga3dbe3c), when trying to start the
ClueFinders Reading Adventures game, the application crashes instead of
starting normally as expected. Some fixmes of possible interest prior to the
crash were:
fixme:d3d_surface:surface_init Trying to create a render target that isn't in
the default pool.
err:d3d_surface:d3dfmt_p8_init_palette This code should never get entered for
DirectDraw!, expect problems
fixme:d3d_surface:surface_init Trying to create a render target that isn't in
the default pool.
Backtrace and +d3d,+d3d_surface log are attached.
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http://bugs.winehq.org/show_bug.cgi?id=11416
Summary: Left or upwards scrolling in Traffic Giant corrupts
Display
Product: Wine
Version: 0.9.54.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: elicoten(a)live.co.uk
The game seems playable, and scrolling by moving the mouse to the right hand
side or bottom of the screen works as well as right click-dragging mouse the to
scroll downwards or rightwards it works. When you try to scroll left or upwards
the graphics get corrupted.
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http://bugs.winehq.org/show_bug.cgi?id=20898
Summary: Rayman 2: wine does not render "transparent color"
Product: Wine
Version: 1.1.33
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: yradenac(a)free.fr
Created an attachment (id=25045)
--> (http://bugs.winehq.org/attachment.cgi?id=25045)
Screenshots of the bug
It looks like Wine 1.1.33 do not render transparency in Rayman 2.
It seems to be a regression: it used to work with Wine 1.1.24, but Wine 1.1.25
broke it and no recent version of Wine (including the current last 1.1.33)
fixes that bug.
I attach some screenshots to this report that show the bug: the right side is
1.1.24 with a correct rendering (notice the text and transparent water and
transparent sparks) whereas the left side shows the rendering of version 1.1.25
to 1.1.33 (notice the squares replacing the text and non transparent water and
black shadows and non transparent sparks).
The configuration tool that comes with the game (wine GXSetup.exe) shows the
following information:
- Renderer: "3 DirectX6 (1.0.0) DirectX 6 Driver"
- Driver: "DirectDraw HAL (display)"
- Device: "Wine D3DDevice using WineD3D and OpenGL (Direct3D HAL)"
selecting "RGB Direct3D emulation (Direct3D HEL)" for the Device do not "fix"
the bug.
I also attach the output of wine 1.1.33 when running Rayman2.exe.
Here is my configuration:
- up to date Ubuntu Karmic Koala 9.10
- NVidia GeForce FX 5600
- up to date driver nvidia 173.14.20
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http://bugs.winehq.org/show_bug.cgi?id=14745
Summary: wined3d BltOverride - blits from non-pow2 surfaces cause
issues without GL_ARB_texture_non_power_of_two
Product: Wine
Version: CVS/GIT
Platform: PC
OS/Version: Linux
Status: NEW
Keywords: testcase
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: alexd4(a)inbox.lv
Created an attachment (id=15241)
--> (http://bugs.winehq.org/attachment.cgi?id=15241)
testcase in form of a patch to ddraw visual test
If there is a blit from non-pow2 surface (e.g. 128x72) to screen which is
followed by a blit from pow2 surface (e.g. 128x128) to screen, then second blit
is rendered incorrectly. Presumably in the second blit the first texture is
used somehow, instead of second. So, for example, in the testcase instead of
red and green quads, both quads will be red. Also happens in a real game
(forsaken), where there are also blits from surfaces 128x72 and 128x128.
This only appears when there is no GL_ARB_texture_non_power_of_two. Probably
related to GL_TEXTURE_RECTANGLE_ARB. Affects cards like geforce 2 mx, and also
reproduced on geforce 6100 by disabling GL_ARB_texture_non_power_of_two in
directx.c. Tobias Jakobi kindly tested this on geforce fx with positive result
(bug observed).
This is as if somehow GL_TEXTURE_RECTANGLE_ARB stays selected, which may be
possible because blits do not apply states and so (afaict)
texture_activate_dimensions isn't called and GL_TEXTURE_RECTANGLE_ARB may stay
enabled in such case (again afaict, so far i couldn't find a place where it
would be disabled in case of consecutive blits). Yet, strangely, adding
glDisable(GL_TEXTURE_RECTANGLE_ARB) in BltOverride doesn't seem to help.
On geforce fx and geforce 6100 this is worked around by using orm=fbo (on
geforce 2 there is no fbo). Didn't verify that myself but Stefan said on irc in
fbo mode GL_TEXTURE_RECTANGLE_ARB is always used so this could explain why it
works (if it indeed is related to failure to "switch" from
GL_TEXTURE_RECTANGLE_ARB to GL_TEXTURE_2D).
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