https://bugs.winehq.org/show_bug.cgi?id=8051
--- Comment #127 from swswine@gmail.com --- (In reply to Stefan Dösinger from comment #125)
Our ProcessVertices so far only supports very basic fixed function operations - just transformation, no lighting support. For shader support we'll need to be able to interpret the shader on the CPU, or maybe we can work with one of those OpenGL feedback extensions.
At the first place ProcessVertecies does not understand VertexDeclaration output buffer specification, while sims2 wants to use them and output buffer has zero FVF code.
I know it may sound very weird, but can't shader support in ProcessVertices be done in a shorter way by just using application shader function in fixed function GLSL pipeline in a way similar to how the normal application shaders (without ProcessVertices) are used? The user shader and input buffer references to the input buffer could be attached to the output buffer. Then VP shader code can be used as a function when output buffer is used. Such output buffer would be a sort of vertex shader closure :)) The Lock on such output buffer won't work, but Sims2 does not lock these buffers (as I can see from my logs), and overall it would be strange for the application to process vertices in its code after requesting shader processing (if mainly for debugging purposes maybe).