http://bugs.winehq.org/show_bug.cgi?id=14608
Julio Fernandez ucldb@wanadoo.es changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |ucldb@wanadoo.es
--- Comment #30 from Julio Fernandez ucldb@wanadoo.es 2008-10-28 04:48:34 --- Hi all, I've been playing EQ for several years and some months ago I decided to investigate the bug where EQ was working just fine but character models were not shown. I've been playing WArhammer since launch and finally decided to look at it under Linux once that workaround for patcher issues have been found.
Fun enough, I wondered if the problem of models not shown could be the same I investigated in EQ, and I think I am certain saying this bug is he same as http://bugs.winehq.org/show_bug.cgi?id=8357
And the good news are, theres a fix available where models ARE rendered.
I'd like to call the devs atention again on this issue, as the main problem seems to be a value wine gets from opengl as device capabilities that is different that the one apparently is returned in most/all cases for any windows system on the same machine.
Now for the fix there's two options for EQ
1- Patch source code and recompile wine 2- Patch a d3dx_nn dll at EQ directory
I am not sure if Warhammer uses the same d3dx_nn dll than EQ and if it's not the case I would have go through a long debug on 2 machines comparing simultaneously program flow on Windows and Linux to find a place to patch the dll. That would take me some time I don't have so I suggest the code hack approach.
If someone wants to make a diff fine to use 'patch' utility, feel free.
The code to be changed is as follows:
In your wine source directory, file dlls/d3d9/device.c In function IDirect3DDevice9Impl_GetDeviceCaps Before: return hrc; (line 196 as of 1.1.6) Insert the following line: pCaps->MaxVertexBlendMatrices=0x4;
Compile wine and happy playing