http://bugs.winehq.org/show_bug.cgi?id=10636
Summary: simcity 4 D3D 0.9.50 REGRESSION from 0.9.49 Product: Wine Version: 0.9.50. Platform: PC-x86-64 OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: wine-directx-d3d AssignedTo: wine-bugs@winehq.org ReportedBy: mizvekov@gmail.com
On 0.9.49, simcity 4 runs almost flawlessly. On 0.9.50, it becomes unplayable because the 3d objects become invisible, and only sometimes they flicker back visibly, but just for an instant.
http://bugs.winehq.org/show_bug.cgi?id=10636
killertux killertux@suomi24.fi changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |regression
--- Comment #1 from killertux killertux@suomi24.fi 2007-12-01 20:04:10 --- I added regression keyword
and please do regression test. http://wiki.winehq.org/RegressionTesting
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #2 from Matheus Izvekov mizvekov@gmail.com 2007-12-01 22:43:17 --- please someone cc the author because bugzilla wont allow me to
d09cbcec91561186bee77aaba55b29cbf2d7e7ef is first bad commit commit d09cbcec91561186bee77aaba55b29cbf2d7e7ef Author: Stefan Dösinger stefan@codeweavers.com Date: Wed Nov 28 20:35:04 2007 +0100
wined3d: Activate GL_ARB_texture_rectangle.
:040000 040000 f99ca8be2534f51a573924e831b790109cabcd7b 9df054cea8a936ef33bf7c72acdf840a71fc3acf M dlls
http://bugs.winehq.org/show_bug.cgi?id=10636
Matheus Izvekov mizvekov@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefandoesinger@gmx.at
--- Comment #3 from Matheus Izvekov mizvekov@gmail.com 2007-12-01 23:27:25 --- just found the correct email address the author probably wants to register the email the commit is attributed to, but forgot?
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #4 from Stefan Dösinger stefandoesinger@gmx.at 2007-12-02 06:41:06 --- I have only one bugzilla account, which I created long before I joined codeweavers. I am sending my patches from the @codeweavers.com address because the server is more stable and reliable than the gmx one.
Is there a demo of this game available? This will make debugging this regression much easier.
Also, I guess that you are either using an ATI card, or an older Nvidia card(geforce 4 or older I guess), as the codepath this patch changed is not entered on older cards.
Can you do a quick test? Can you edit dlls/wined3d/directx.c: Right at the beginning, there is a table containing opengl extensions. Can you comment out or remove the line GL_ARB_texture_rectangle, recompile and see if that makes the bug go away?
http://bugs.winehq.org/show_bug.cgi?id=10636
Jonathan echidnaman@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |echidnaman@gmail.com
--- Comment #5 from Jonathan echidnaman@gmail.com 2007-12-02 08:26:16 --- Removing that line makes the issue go away.
There is another graphical regression in there that I saw while regression testing. (It happened before the flickering 3D problem) . (Maybe I should run a test?) The cities on the region map look sorta transparent, and you can see the underground portion over the ground of other regions if you mouse over. I'll get screenies later, got to go for now.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #6 from Matheus Izvekov mizvekov@gmail.com 2007-12-02 10:09:02 --- You are correct, I am currently using a nvidia geforce 2 card. Sorry, it doesnt seem that this game has a demo. Yes, removing that extension from the table makes it work.
http://bugs.winehq.org/show_bug.cgi?id=10636
Jonathan echidnaman@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #7 from Jonathan echidnaman@gmail.com 2007-12-02 13:06:21 --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=10636
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|simcity 4 D3D 0.9.50 |simcity 4 3D objects become |REGRESSION from 0.9.49 |invisible
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #8 from Matheus Izvekov mizvekov@gmail.com 2007-12-03 15:04:59 --- Are you aware that GL_TEXTURE_RECTANGLE_ARB does not support GL_REPEAT and GL_MIRRORED_REPEAT? Im looking at the source but i dont see any explicit checks against that. Maybe Im missing something though...
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #9 from Stefan Dösinger stefandoesinger@gmx.at 2007-12-03 15:12:46 --- Yes, I am aware of that, and Direct3D has the same restrictions. So the application is supposed to take care they do not get set. If such an address setting is set, the OpenGL library will return an error which will be visible as a FIXME on the terminal.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #10 from Matheus Izvekov mizvekov@gmail.com 2007-12-03 15:41:49 --- Created an attachment (id=9475) --> (http://bugs.winehq.org/attachment.cgi?id=9475) wine output
this is the output while no fixes are applied on top of 0.9.50 while i dont see any differences, of notice is the fact that the following line is repeated several times a second while the game is running: err:d3d_surface:surface_prepare_system_memory Surface without memory or pbo has SFLAG_INSYSMEM set! this happens for both the patched and unpatched wine, so i cant say that this is relevant.
http://bugs.winehq.org/show_bug.cgi?id=10636
Jelle De Loecker skerit@kipdola.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |skerit@kipdola.com
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #11 from Stefan Dösinger stefandoesinger@gmx.at 2007-12-15 05:52:30 --- Can you attach a +d3d,+d3d_surface,+d3d_texture trace?
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #12 from Patrick Hoskins captlogic@gmail.com 2007-12-15 17:49:42 --- I also have the problem of 'flickering' display when the in-game rendering control is set to hardware. When run from the terminal I get a long stream of the following output repeated in time with the flicker it seems.
fixme:imm:ImmGetOpenStatus (0x1162e8): semi-stub err:d3d_surface:surface_prepare_system_memory Surface without memory or pbo has SFLAG_INSYSMEM set!
I'm using ubuntu gutsy with wine 9.51. My video is geforce fx5500 pci (not pci-e). I'm using the nvidia-glx-new driver.
I just installed simcity4 so I don't know if the problem existed in previous versions of wine.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #13 from Jonathan echidnaman@gmail.com 2007-12-15 19:23:36 --- Created an attachment (id=9649) --> (http://bugs.winehq.org/attachment.cgi?id=9649) +d3d,+d3d_surface,+d3d_texture trace log
http://bugs.winehq.org/show_bug.cgi?id=10636
Matthew Wood matt@stampede.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |matt@stampede.org
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #14 from Austin English austinenglish@gmail.com 2008-06-03 15:16:11 --- Is this still an issue in 1.0-rc3?
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #15 from Matheus Izvekov mizvekov@gmail.com 2008-06-18 16:57:26 --- I cant confirm the bug doesnt exists anymore, because now I don't a video card I assume is needed to reproduce it. I changed my geforce 2 to a 9600GT recently. In the case this assumption is wrong, I have to say that the game works flawlessly on wine 1.0.
http://bugs.winehq.org/show_bug.cgi?id=10636
Paul Fox paf@thosepetersons.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |paf@thosepetersons.com
--- Comment #16 from Paul Fox paf@thosepetersons.com 2008-06-26 13:56:44 --- I've done a bit of testing with my computer that has an nvidia fx5700le card. It appears that the issue has to do with the way the backing store is being used, because when I edit the Simcity config files to force "no partial backing store copies", which supposedly has to do with writes to the backingstore during scrolling, the 3d objects appear normally during scrolling, then disappear again when scrolling is stopped.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #17 from Matthew Wood matt@stampede.org 2008-08-06 12:52:04 --- (In reply to comment #14)
Is this still an issue in 1.0-rc3?
I can confirm that this is still an issue as of wine 1.1.2.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #18 from Mike Matis corvias@gmail.com 2009-01-04 09:53:35 --- Created an attachment (id=18472) --> (http://bugs.winehq.org/attachment.cgi?id=18472) Texture striping and partially rendered objects
http://bugs.winehq.org/show_bug.cgi?id=10636
Mike Matis corvias@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |corvias@gmail.com
--- Comment #19 from Mike Matis corvias@gmail.com 2009-01-04 09:54:57 --- I think this may still be a problem in 1.1.12. Terminal spits out a lot of the following:
fixme:imm:ImmGetOpenStatus (0x143ab8): semi-stub
In my case, its "striping" and flickering across building lots, and only partial rendering of 3d objects. I do not have the "err:d3d_surface:surface_prepare_system_memory Surface without memory or pbo has SFLAG_INSYSMEM set" messages that previous posters have.
I have tinkered with various settings in the Direct3d key of the wine registry, but nothing seems to change. I am running the following:
AMB Athlon 3800+ X2 2GB RAM Nvidia GeForce 7800GT with the 177.80 proprietary drivers. Ubuntu 8.10 64-bit Wine 1.1.12
An interesting note is if SC4 is run with the -w flag (windowed mode) it runs in fullscreen anyway (that's probably a different bug), but the corruption and corresponding terminal output go away. This would be a perfect workaround if the game didn't seem to run significantly slower in this way as opposed to running in proper fullscreen mode.
I'm new to reporting bugs for wine, so if there's any logs or anything you need, just tell me what to do and I'll be happy to oblige. I attached a screenshot of the corruption.
http://bugs.winehq.org/show_bug.cgi?id=10636
Brad Markel markelba1@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |markelba1@gmail.com
--- Comment #20 from Brad Markel markelba1@gmail.com 2009-01-05 12:47:51 --- I can confirm Mike's findings under Ubuntu 8.10 including terminal output, though I can't confirm the workaround (I can't get the game to run fullscreen at all).
http://bugs.winehq.org/show_bug.cgi?id=10636
Jaime Rave jaimerave@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jaimerave@gmail.com
http://bugs.winehq.org/show_bug.cgi?id=10636
Pierre Willenbrock pierre@pirsoft.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |pierre@pirsoft.de
--- Comment #21 from Pierre Willenbrock pierre@pirsoft.de 2009-05-26 08:52:34 --- This is probably the same z-buffer issue described in the comments of bug #7260. With glxsnoop(available in the progs/xdemos directory of mesa), one can see that the tiles(that is, everything that is static) only sometimes get drawn to the z-buffer, while the moving parts(cars, sims, ...) are always drawn to the z-buffer. The z-buffer is only cleared if the game rerenders tiles.
So, i guess Sim city 4 tries to render the tiles without the depth-test, but still rendering to the z-buffer. This would be accomplished by using glDepthFunc(GL_ALWAYS), but instead it seems like glDisable(GL_DEPTH_TEST) is in effect.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #22 from Stefan Dösinger stefandoesinger@gmx.at 2009-05-26 09:49:54 --- I once wrote a test, and I think it is in dlls/d3d9/tests/visual.c that shows that disabling the D3D depth test also disables depth buffer writing, like in GL. That's a d3d9 test though. Maybe this game uses a different d3d version which has a different behavior.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #23 from Pierre Willenbrock pierre@pirsoft.de 2009-05-26 11:27:06 --- This game uses d3d7. I'll look into how to compile things for windows, so i can test if this is different on d3d7 and d3d9.
http://bugs.winehq.org/show_bug.cgi?id=10636
sheen toxmerguez@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |toxmerguez@yahoo.fr
--- Comment #24 from sheen toxmerguez@yahoo.fr 2009-06-01 10:07:02 --- Still present with wine 1.1.22
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #25 from Pierre Willenbrock pierre@pirsoft.de 2009-06-02 16:05:50 --- So, i figured out that although a can now compile things for windows, i am still lacking the needed knowledge about Direct3D7. Instead i am now looking over the logs, and found that the game tries to do Blts from/to the z-buffer(while BeginScene is in effect, but avoiding that early bail-out is easy).
I think this works like this: There is an offscreen z-buffer(0x160d58 in my log) and and the onscreen z-buffer(0x1f28d0). If the offscreen z-buffer is uninitialised, the ground tiles etc are rendered, then the onscreen z-buffer blted to the offscreen z-buffer. After this, whenever a new frame needs to be rendered, the offscreen z-buffer is blted over the onscreen z-buffer. When moving the viewarea around, the offscreen z-buffer is first blted to the onscreen z-buffer at the new position, the missing parts rendered and then blted back to the offscreen z-buffer. (I think the back-buffer is handled in a similar way.)
Now, this all fails, because a) the game tries to do this while BeginScene is active b) the z-buffer-blts are not implemented.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #26 from Pierre Willenbrock pierre@pirsoft.de 2009-06-02 16:17:57 --- Created an attachment (id=21507) --> (http://bugs.winehq.org/attachment.cgi?id=21507) "d3d_surface,ddraw" log with modified wined3d/surface.c
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #27 from Jaime Rave jaimerave@gmail.com 2009-11-30 19:43:52 --- Still a problem in Wine 1.1.33 and Current Git.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #28 from Jaime Rave jaimerave@gmail.com 2010-02-09 20:35:51 --- Still a problem in Wine 1.1.38
http://bugs.winehq.org/show_bug.cgi?id=10636
Thomas Lottmann thomlottmann@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |thomlottmann@hotmail.com
--- Comment #29 from Thomas Lottmann thomlottmann@hotmail.com 2010-03-26 16:48:43 --- I do have the same issue with current Wine 1.1.41. As I have installed native DirectX runtimes, using gdi results in a DDraw error at startup so I am using OpenGL. But before I installed the DirectX native runtimes, I still had the issue with Wine's runtimes only and gdi (used bu default).
Precisely when SC4RH uses Software rendering, the 3D objects appear well. When I set it to Hardware rendering, everything that is full 3D glitches and 3/4 of its parts appear invisible.
Aside of this, the games runs pretty smooth, yet software rendering seems a bit slow and some textures appear crappy of course, but that's because it's software. But it's the only way to have proper 3D stuff.
I can provide extra information if necessary. Please tell me precisely what should I do. Thank you.
http://bugs.winehq.org/show_bug.cgi?id=10636
Fernando fernandocarvalho1987@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |fernandocarvalho1987@hotmai | |l.com
--- Comment #30 from Fernando fernandocarvalho1987@hotmail.com 2010-08-21 17:44:15 --- It is still happening on Wine 1.3.1
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #31 from Fernando fernandocarvalho1987@hotmail.com 2010-08-22 06:09:45 --- Created an attachment (id=30289) --> (http://bugs.winehq.org/attachment.cgi?id=30289) Game output with hardware acceleration enabled
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #32 from Fernando fernandocarvalho1987@hotmail.com 2010-08-22 06:10:46 --- Created an attachment (id=30290) --> (http://bugs.winehq.org/attachment.cgi?id=30290) Game output with software rendering enabled
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #33 from Fernando fernandocarvalho1987@hotmail.com 2010-08-22 06:12:39 --- (From update of attachment 30289) The objects still invisible. This was tested on Wine 1.3.1
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #34 from Fernando fernandocarvalho1987@hotmail.com 2010-08-22 06:12:51 --- (From update of attachment 30290) The objects still invisible. This was tested on Wine 1.3.1
http://bugs.winehq.org/show_bug.cgi?id=10636
cruiseoveride cruiseoveride@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |cruiseoveride@gmail.com
--- Comment #35 from cruiseoveride cruiseoveride@gmail.com 2011-02-13 19:29:05 CST --- Bug still exists as of wine-1.3.13-171-g9e6de30 using a clean wineprefix.
http://bugs.winehq.org/show_bug.cgi?id=10636
joaopa jeremielapuree@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jeremielapuree@yahoo.fr
--- Comment #36 from joaopa jeremielapuree@yahoo.fr 2011-08-03 14:15:57 CDT --- still a bug in current wine?
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #37 from Fernando fernandocarvalho1987@hotmail.com 2011-08-03 15:25:17 CDT --- Created an attachment (id=35799) --> (http://bugs.winehq.org/attachment.cgi?id=35799) Terminal output
This is the terminal output for SimCity4 Deluxe running in wine-1.3.25 on Ubuntu 11.04 - 64 bits.
Parts of 3D objects become invisible when the game is running using hardware rendering.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #38 from Fernando fernandocarvalho1987@hotmail.com 2011-08-03 15:32:19 CDT --- Created an attachment (id=35800) --> (http://bugs.winehq.org/attachment.cgi?id=35800) Robot not rendered properly
This is a screenshot of the robot, not properly rendered in wine-1.3.25, Ubuntu 11.04 - 64 bit.
http://bugs.winehq.org/show_bug.cgi?id=10636
Henri Verbeet hverbeet@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Regression SHA1| |d09cbcec91561186bee77aaba55 | |b29cbf2d7e7ef
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #39 from Stefan Dösinger stefandoesinger@gmx.at 2011-08-22 07:58:28 CDT --- Fernando, which graphics card and driver do you have? Wined3d and most GPUs support proper non power of two textures now, so anything from Geforce 6 and later as well as radeon HD 2xxx and later GPUs shouldn't be affected by the original issue. Radeon 9500 to X19xx GPUs don't support NP2 textures, but if you have OSX or fglrx we have a workaround that doesn't require ARB_texture_rectangle. On Mesa we still need ARB_texture_rectangle for NP2 textures I htink.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #40 from Fernando fernandocarvalho1987@hotmail.com 2011-08-22 08:36:15 CDT --- (In reply to comment #39)
Fernando, which graphics card and driver do you have? Wined3d and most GPUs support proper non power of two textures now, so anything from Geforce 6 and later as well as radeon HD 2xxx and later GPUs shouldn't be affected by the original issue. Radeon 9500 to X19xx GPUs don't support NP2 textures, but if you have OSX or fglrx we have a workaround that doesn't require ARB_texture_rectangle. On Mesa we still need ARB_texture_rectangle for NP2 textures I htink.
I'm using an NVIDIA GeForce 8600 GT, with NVIDIA Driver version 270.41.06
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #41 from Stefan Dösinger stefandoesinger@gmx.at 2011-08-22 08:47:05 CDT --- And yet you're affected by the bug and d09cbcec91561186bee77aaba55b29cbf2d7e7ef caused it? This patch should be a nop change on your hardware :-/
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #42 from Fernando fernandocarvalho1987@hotmail.com 2011-08-22 11:46:01 CDT --- (In reply to comment #41)
And yet you're affected by the bug and d09cbcec91561186bee77aaba55b29cbf2d7e7ef caused it? This patch should be a nop change on your hardware :-/
Are you able to get this working properly on any hardware? I have tested it on multiple NVIDIA's cards, and it get's the same results. I've tested on the 7xxx and 8xxx series and it get the result that you can see on the screenshot I posted. I think that this is a problem with my hardware, because I'm able to get many games working properly on wine.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #43 from Stefan Dösinger stefandoesinger@gmx.at 2011-08-22 11:58:38 CDT --- no, I'm not getting this to work at all because I don't have the game. It looks like the bug this game still has is different from the original regression. The old posts in the bug indicate this as well, I guess I should have read a bit more before posting...
http://bugs.winehq.org/show_bug.cgi?id=10636
Stefan Dösinger stefan@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefan@codeweavers.com
--- Comment #44 from Stefan Dösinger stefan@codeweavers.com 2011-10-18 11:49:19 CDT --- Wine has support for some depth blits now with FBO offscreen rendering(default). Does the bug still occur? If so, can you attach a new log with the standard debug settings?
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #45 from Jaime Rave jaimerave@gmail.com 2011-10-19 00:27:26 CDT --- (In reply to comment #44)
Wine has support for some depth blits now with FBO offscreen rendering(default). Does the bug still occur? If so, can you attach a new log with the standard debug settings?
This is still a problem for me on wine-1.3.30-253-g6b0f110. I'm using Ubuntu 11.10 and Mesa 7.11 (I have am ATI 6570 ATI Technologies Inc Madison [Mobility Radeon HD 5000 Series])
I'm attaching the console output.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #46 from Jaime Rave jaimerave@gmail.com 2011-10-19 00:28:59 CDT --- Created attachment 36999 --> http://bugs.winehq.org/attachment.cgi?id=36999 Console output
This is the regular output, if you need an specific channel let me know.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #47 from Stefan Dösinger stefan@codeweavers.com 2011-10-19 02:07:49 CDT --- The driver is rejecting the depth blit because it thinks the depth-only FBOs are incomplete. I think I talked to Henri about this behavior in the context of an OSX bug, and he mentioned that it was fixed in Mesa git. I can't tell for sure if it's really the same problem, but Mesa git may be worth a try(or maybe fglrx, but Mesa git passes the wine d3d tests, while fglrx doesn't)
http://bugs.winehq.org/show_bug.cgi?id=10636
Stefan Dösinger stefan@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC|stefandoesinger@gmx.at |
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #48 from Fernando fernandocarvalhocoelho@gmail.com 2011-10-21 16:10:44 CDT --- Created attachment 37046 --> http://bugs.winehq.org/attachment.cgi?id=37046 Console output
This is the Console output for SimCity 4. The bug is still affecting wine-1.3.30. System used: Ubuntu 11.04 - 64bit (Nvidia GeForce 8600GT Driver version 270.41.06).
http://bugs.winehq.org/show_bug.cgi?id=10636
Viktoria viktoria.s@freemail.hu changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |viktoria.s@freemail.hu
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #49 from Stefan Dösinger stefan@codeweavers.com 2011-11-24 09:52:21 CST --- Created attachment 37610 --> http://bugs.winehq.org/attachment.cgi?id=37610 Hacks to enable the depth blits
This hack fixes the game. There are two separate issues:
1) All the depth blits are rejected because they are called between BeginScene() and EndScene(). I'm not sure if we have a test for that, I couldn't find any in ddraw, d3d8 and d3d9.
2) The partial blits when scrolling are rejected. This behavior is confirmed by our d3d9 tests, but ddraw probably behaves differently.
All in all those depth blits seem to be a fragile thing even on Windows. After the rejected blits the game retries the blit with different flags, but those blits also fail on Wine.
http://bugs.winehq.org/show_bug.cgi?id=10636
dar darthroe@yahoo.ca changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |darthroe@yahoo.ca
--- Comment #50 from dar darthroe@yahoo.ca 2012-01-05 11:14:07 CST --- (In reply to comment #49)
Created attachment 37610 [details] Hacks to enable the depth blits
This hack fixes the game. There are two separate issues:
- All the depth blits are rejected because they are called between
BeginScene() and EndScene(). I'm not sure if we have a test for that, I couldn't find any in ddraw, d3d8 and d3d9.
- The partial blits when scrolling are rejected. This behavior is confirmed by
our d3d9 tests, but ddraw probably behaves differently.
All in all those depth blits seem to be a fragile thing even on Windows. After the rejected blits the game retries the blit with different flags, but those blits also fail on Wine.
Hello, may I ask how to enable/install this hack? Looking forward to this bug being fixed :) Thank you.
http://bugs.winehq.org/show_bug.cgi?id=10636
--- Comment #51 from Jaime Rave jaimerave@gmail.com 2012-01-23 22:58:14 CST --- This is fixed on wine-1.3.37-329-gaf3d368, Fixed by: http://source.winehq.org/git/wine.git/commit/038e308a4153b84c101659611bc2da2...
http://bugs.winehq.org/show_bug.cgi?id=10636
Dmitry Timoshkov dmitry@baikal.ru changed:
What |Removed |Added ---------------------------------------------------------------------------- Fixed by SHA1| |038e308a4153b84c101659611bc | |2da261e965cd4 Status|NEW |RESOLVED Resolution| |FIXED
--- Comment #52 from Dmitry Timoshkov dmitry@baikal.ru 2012-01-23 23:11:01 CST --- Reported fixed.
http://bugs.winehq.org/show_bug.cgi?id=10636
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #53 from Alexandre Julliard julliard@winehq.org 2012-01-27 14:17:12 CST --- Closing bugs fixed in 1.4-rc1.