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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http://bugs.winehq.org/show_bug.cgi?id=10866
Summary: In-game text slows down SimCopter
Product: Wine
Version: 0.9.51.
Platform: PC
URL: http://www.5star-shareware.com/Windows/Games/Flight/simcopter.html
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wine-directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: baby.lueshi(a)gmail.com
When playing SimCopter, the game slows down every time you get mission-related
updates in the top left corner of the screen. The more lines of text on the
screen at a time, the more the game lags. After doing a trace, it seems that
SimCopter calls DrawTextA for those messages, and the calls are constantly
repeated while the message is on the screen. I'm thinking this is because
DirectDraw might render over the text and the text gets redrawn every time the
DirectDraw window does, but that's just a wild guess, and doesn't really
explain the slowdown.
This bug is in both the demo and retail version of the game.
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http://bugs.winehq.org/show_bug.cgi?id=26277
Summary: D3D fullscreen window does not receive mouse clicks
Product: Wine
Version: 1.3.6
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: rain(a)matfyz.cz
Found on Black & White in latest git, appeared in 1.3.6, bisect below.
After the game starts, it doesn't receive any mouse clicks, although mouse
cursor is visible and moving.
Bisected the problem down to:
commit 7e3985e1fea60da73bae2b9465b94e5d110909fc
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Mon Nov 8 11:50:33 2010 +0100
ddraw: Setup the device window in SetCooperativeLevel().
I don't know the code enough to provide a patch (just yet), but I'll try
tracking this down. Seems to have something to do with the window not having
focus properly set. Help would be appreciated.
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http://bugs.winehq.org/show_bug.cgi?id=21949
Summary: Verbose the d3d vertices processing code
Product: Wine
Version: 1.1.40
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P3
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dd9k(a)aol.com
As of Wine 1.1.40, the vertices processing is still not perfect (See bug
19888). Thus, it may be reasonable to make the output more verbose for
unhandled cases.
Related code is located in:
./dlls/ddraw/executebuffer.c:492
named
ERR("Unhandled vertex processing !\n");
That is definitely not enough in order to debug. A good start is to add the
output of "ci->dwFlags" in there as well. It is surely a minor enhancement, but
it is really annoying to recompile the whole Wine because of a small line.
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http://bugs.winehq.org/show_bug.cgi?id=15142
Summary: Diablo - The Hell & Hellfire: DirectX issues
Product: Wine
Version: 1.1.4
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: xvachon(a)gmail.com
Created an attachment (id=15851)
--> (http://bugs.winehq.org/attachment.cgi?id=15851)
Screenshot
As mentioned on the Mod's AppDB page. I have added a screenshot of the message
as well as the log I managed to pull out. Please tell me if you need anything
else.
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http://bugs.winehq.org/show_bug.cgi?id=18016
Summary: Sub Culture: Software rendered version crashes right
away
Product: Wine
Version: 1.1.18
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: winehqbugs(a)bugmenot.com
My installed wine version is
http://www.lamaresh.net/apt/dists/lenny/main/binary-i386/wine_1.1.18~winehq…
on Debian Testing ("Squeeze"). My sound system is OSS 4.1 (b 1052/200903241228)
(0x00040100).
1. I moved my ~/.wine2 to a backup location and started winecfg. Set the sound
system to OSS and did not touch anything else.
2. I installed the game Sub Culture:
http://appdb.winehq.org/objectManager.php?sClass=application&iId=4349
from an ISO mounted to ~/tmpmnt/
3. I added ~/tmpmnt/ as drive D: to Wine since Sub Culture has a CD check and
also CD music (which as I found out later, won't work anyways).
4. I launch "wine sc.exe" (the software rendered version of the game), it
crashes right away. See attachments.
I played around with the virtual desktop settings in Wine as well as with
different Windows versions but always got the same error.
It worked "more" when using 1.0.1 (wine-1.0.1-174-gc4039bd) earlier, the game
started, I could use the menu (sound was working there) but once I started a
game it crashed with a sound-related error ("../../../dlls/dsound/mixer.c:336:
DSOUND_MixToTemporary: Assertion `writepos + len <= dsb->buflen' failed.").
I could play when I disabled sound in winecfg though.
I updated to 1.1.18 to get around this problem.
A full regression test is beyond my capatibilities but I could offer sharing a
copy of the game. I do actually own two CDs of it so I guess "lending" an iso
for testing it would be ok. If it is not just ignore this paragraph.
The other versions (D3D, 3dfx using a GlideWrapper) have their own problems
(D3D needs the desktop to be at 640x480x16bit or it crashes on Windows already,
3dfx worked fine for me earlier with http://www.zeckensack.de/glide/ but now it
does not anymore for an unknown reason), but that's another bug if I find the
patience.
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