http://bugs.winehq.org/show_bug.cgi?id=9609
Summary: graphical glitches running Tom Clancy's Splinter Cell Demo Product: Wine Version: 0.9.44. Platform: Other URL: ftp://ftp.ubi.com/de/splintercell/splintercelldemo_engli sh_us.exe OS/Version: other Status: UNCONFIRMED Severity: enhancement Priority: P2 Component: wine-directx AssignedTo: wine-bugs@winehq.org ReportedBy: martin@gamesplace.info
Tom Clancy's Splinter Cell Demo installs fine and runs fine, but there are graphical glitches both in night vision and in normal view. From the point on they are accepted, they are viewable here: http://appdb.winehq.org/screenshots.php?iAppId=&iVersionId=3719
There: http://appdb.winehq.org/screenshots.php?iAppId=2568&iVersionId=5309 are also screenshot of the glitches.
I am using NVIDIA driver 100.14.11.
Please tell me which further information you need in order to fix the bug.
http://bugs.winehq.org/show_bug.cgi?id=9609
Martin Jürgens martin@gamesplace.info changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |martin@gamesplace.info
http://bugs.winehq.org/show_bug.cgi?id=9609
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefandoesinger@gmx.at Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #1 from Stefan Dösinger stefandoesinger@gmx.at 2007-09-07 14:48:59 --- The problem is depth stencil sharing with multiple render targets. Depending on your offscreen rendering method(HKEY_CURRENT_USER/Software/Wine/Direct3D/OffscreenRenderingMethod) you get different results.
With the default backbuffer, the whole game is broken, even without night vision
With pbuffer it is untested, but expected to be broken too
with fbo, the normal rendering works, but the nightvision fails because the fbo does not have proper stencil support yet, and because the transfer from the onscreen depth buffer to the offscreen depth buffer is not completely right.
http://bugs.winehq.org/show_bug.cgi?id=9609
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |wine-bugs@winehq.org AssignedTo|wine-bugs@winehq.org |stefandoesinger@gmx.at
--- Comment #2 from Stefan Dösinger stefandoesinger@gmx.at 2007-09-07 14:56:15 --- assigning to me
http://bugs.winehq.org/show_bug.cgi?id=9609
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC|martin@gamesplace.info | Component|wine-directx |wine-directx-d3d
http://bugs.winehq.org/show_bug.cgi?id=9609
killertux killertux@suomi24.fi changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |download
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #3 from Michael Abbott michael@araneidae.co.uk 2008-05-28 16:38:57 --- Created an attachment (id=13441) --> (http://bugs.winehq.org/attachment.cgi?id=13441) Flare completely hiding scenery behind light source
In this view the illuminated scene is completely hidden by the flare from the light source.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #4 from Michael Abbott michael@araneidae.co.uk 2008-05-28 16:40:52 --- Created an attachment (id=13442) --> (http://bugs.winehq.org/attachment.cgi?id=13442) Weaker flare, turning away from first view
This view is turned slightly from the previous view, and the flare is weaker so the underlying scenery becomes visible.
http://bugs.winehq.org/show_bug.cgi?id=9609
Michael Abbott michael@araneidae.co.uk changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |michael@araneidae.co.uk
--- Comment #5 from Michael Abbott michael@araneidae.co.uk 2008-05-28 16:45:36 --- I've added two attachments showing what may be a related visual bug, where the flare from light sources completely overwhelms the scenery. Light sources show through many layers of the scene, it's very strange.
This is with wine current (from git) as of half a dozen hours before the time of posting, with fglrx (ATI Radeon 1650) on Ubuntu 8.04.
Apart from the difficulty of coping with holes in the scenery created by flare, the game is quite playable. However, the night vision view is completely unusable.
http://bugs.winehq.org/show_bug.cgi?id=9609
Tobias Jakobi liquid.acid@gmx.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |liquid.acid@gmx.net
--- Comment #6 from Tobias Jakobi liquid.acid@gmx.net 2008-06-11 14:20:54 --- I have more "glitches" in the full version. A lot of error messages on the console as well, attaching some logs and screenshots.
I have UseGLSL set to disabled and OffscreenRenderingMode to fbo.
It's not only the shadow rendering not working, but also the normal rendering (see screenshots).
Cheers, Tobias
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #7 from Tobias Jakobi liquid.acid@gmx.net 2008-06-11 14:34:18 --- Created an attachment (id=13922) --> (http://bugs.winehq.org/attachment.cgi?id=13922) Splinter Cell full 1.2 - normal log from console (1)
01:00.0 VGA compatible controller: nVidia Corporation NV35 [GeForce FX 5900] (rev a1) nvidia-drivers-100.14.19
log is packed, because of the size
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #8 from Tobias Jakobi liquid.acid@gmx.net 2008-06-11 14:37:17 --- Created an attachment (id=13923) --> (http://bugs.winehq.org/attachment.cgi?id=13923) Splinter Cell full 1.2 - normal log from console (2)
01:00.0 VGA compatible controller: nVidia Corporation NV35 [GeForce FX 5900] (rev a1) nvidia-drivers-100.14.19
log is packed, because of the size (even larger than the first one)
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #9 from Tobias Jakobi liquid.acid@gmx.net 2008-06-11 14:38:43 --- Created an attachment (id=13924) --> (http://bugs.winehq.org/attachment.cgi?id=13924) Splinter Cell full 1.2 - screenshot from menu
SC is run in vdesktop mode, notice that vdesktop is used completly (compare to the next shots)
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #10 from Tobias Jakobi liquid.acid@gmx.net 2008-06-11 14:40:10 --- Created an attachment (id=13925) --> (http://bugs.winehq.org/attachment.cgi?id=13925) Splinter Cell full 1.2 - screenshot before entering game
Last "2D picture" before entering in-game Notice that the image is shifted, and not the full vdesktop is used, but cropping the image and one side and displaying the usual blue background of the vdesktop on the other side.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #11 from Tobias Jakobi liquid.acid@gmx.net 2008-06-11 14:41:25 --- Created an attachment (id=13926) --> (http://bugs.winehq.org/attachment.cgi?id=13926) Splinter Cell full 1.2 - screenshot from in-game
Again the rendered screen is shifted. Notice the color of the objects on the wall, way too bright if you ask me.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #12 from Tobias Jakobi liquid.acid@gmx.net 2008-06-11 14:42:42 --- Created an attachment (id=13927) --> (http://bugs.winehq.org/attachment.cgi?id=13927) Splinter Cell full 1.2 - screenshot from in-game (2)
looks quite normal apart from the usual shift and the brightness of Sam's skin.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #13 from Tobias Jakobi liquid.acid@gmx.net 2008-06-11 14:45:36 --- Created an attachment (id=13928) --> (http://bugs.winehq.org/attachment.cgi?id=13928) Splinter Cell full 1.2 - additional screenshots
Another bunch of screens, you see the already stated problems there.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #14 from Austin English austinenglish@gmail.com 2008-12-10 01:42:49 --- Still corrupted in git. Nvidia fx 5200/173.142 drivers. Graphics settings on default (in virtual desktop though).
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #15 from Michael Abbott michael@araneidae.co.uk 2008-12-23 11:24:13 --- The current state of play (version 1.1.10, ATI Technologies Inc Radeon X1650 Pro graphics card, current ATI drivers, Ubuntu 8.10) is pretty bad:
1. In normal vision the only thing visible on the screen is a bright flare from one light source, everything else is black.
2. If night vision is enabled then I can see, and things are smooth -- but sections of the display are badly scrambled.
3. Full screen mode is badly broken, only get a quarter of the menu, in the top left hand corner of the screen.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #16 from Tobias Jakobi liquid.acid@gmx.net 2009-01-29 16:22:16 --- Reconfirming all issues with wine-1.1.13
http://bugs.winehq.org/show_bug.cgi?id=9609
Tymoteusz Paul puciek@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |puciek@gmail.com
--- Comment #17 from Tymoteusz Paul puciek@gmail.com 2009-03-12 12:58:49 --- Confirming all issues with 1.1.16
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #18 from Tobias Jakobi liquid.acid@gmx.net 2009-03-13 20:59:29 --- Reconfirming with wine-1.1.17
What's the status of this bug? Can anyone comment on what has to be done in wined3d to get this running?
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #19 from Stefan Dösinger stefandoesinger@gmx.at 2009-03-14 09:46:23 --- 1) You have to enable fbos, backbuffer will never be able to run this game properly
2) Stencil buffer support with fbos is missing
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #20 from Tobias Jakobi liquid.acid@gmx.net 2009-03-14 13:20:29 --- FBO was on with all my tests, the game still looks pretty ugly.
I found some option called EmulateGF2Mode in the SplinterCell.ini (D3DDrv.D3DRenderDevice section) which smoothes rendering. Of course the lights still shine through the scene.
What would need to be done to get this working? Some hints in which files to look?
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #21 from Tobias Jakobi liquid.acid@gmx.net 2009-03-14 14:08:46 --- Created an attachment (id=19943) --> (http://bugs.winehq.org/attachment.cgi?id=19943) ingame screenshot with EmulateGF2Mode=1
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #22 from Stefan Dösinger stefandoesinger@gmx.at 2009-03-14 19:32:21 --- What needs to be done is supporting D3DFMT_D24S8 depth stencil buffers with GL_EXT_packed_depth_stencil. That would probably affect utils.c, surface.c and device.c. What is important is to keep the ability to use those surfaces as depth-only buffers if the extension is not supported(many games request D24S8 but only use the depth buffer part)
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #23 from Tobias Jakobi liquid.acid@gmx.net 2009-04-26 14:07:18 --- I intend to work on this. If possible Stefan, could you give me some pointers where to start? I have already skimmed through the packed_depth_stencil extension docs and have a rough understanding how it works / why it's good to have support for it.
Sadly I lack some starting points (the unimplemented features don't trigger any FIXMEs or similar debugging code).
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #24 from Stefan Dösinger stefandoesinger@gmx.at 2009-04-26 15:52:38 --- David_A on IRC wanted to look at the same function, perhaps get in sync with him before you two do the same work independently.
Basically you have to set the format from the extension in the GL pixel format template in utils.c, and set the GL_STENCIL_ATTACHMENT_EXT to the same renderbuffer or texture in context_attach_depth_stencil_fbo in context.c
There are a few things that make it slightly(not much) more complicated:
*) We want to be able to fall back to the current stencil-free operation if the extension is not supported. So have a fallback that uses the stencil-free gl format in the InitPixelFormats function(or a similar name) in utils.c
*) There is no way to set a stencil attachment != the depth attachment on most drivers(that just means no stencil fbos without that extension. With the extension they have the same ID, so things are fine)
*) Avoid comparing the format against D24S8 in context_attach_depth_stencil_fbo. Instead, create a new pixel format flag and check for the flag in this function. Using this flag you can easily fall back to the stencil-free behavior if the extension is not supported.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #25 from H. Verbeet hverbeet@gmail.com 2009-04-26 16:01:41 --- There's http://bugs.winehq.org/attachment.cgi?id=20674 of course, but it requires ARB_fbo.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #26 from joaopa jeremielapuree@yahoo.fr 2009-05-09 03:31:38 --- What bug is this patch taken from?
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #27 from H. Verbeet hverbeet@gmail.com 2009-05-09 09:25:17 --- It's attached to bug 6351, but it's not specific to that bug, it's just a merged patch for ARB_fbo support. The problem is that not all drivers that currently support EXT_fbo also support ARB_fbo.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #28 from Henri Verbeet hverbeet@gmail.com 2009-06-08 10:24:12 --- How do stencil buffers work with current git? Some fixes for FBO stencil attachments went in.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #29 from Tobias Jakobi liquid.acid@gmx.net 2009-06-08 11:14:39 --- I would very much like to test this, but my mainboard is still in repair.
I tried master on my Intel card, but sadly this crashes the whole xorg-server - not a bug in wine though I think.
http://bugs.winehq.org/show_bug.cgi?id=9609
joaopa jeremielapuree@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jeremielapuree@yahoo.fr
--- Comment #30 from joaopa jeremielapuree@yahoo.fr 2009-06-08 11:41:29 --- For me, thats a lot better.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #31 from Tobias Jakobi liquid.acid@gmx.net 2009-06-14 15:35:03 --- Tested this wine fresh wine git master (1.1.23 doesn't work for me in combination with 3D apps).
The glitches are almost gone, but they are still some lights that shine through.
However I'm not longer running this on my old FX5900, but on a integrated Radeon HD3200 (RS780 chipset, flgrx drivers). fglrx also seems to support ARB_fbo, so I don't know if it would also look better on drivers that only expose EXT_fbo and EXT_packed_depth_stencil.
http://bugs.winehq.org/show_bug.cgi?id=9609
nxxs@inbox.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |nxxs@inbox.com
--- Comment #32 from nxxs@inbox.com 2009-11-07 09:45:53 ---
hi there, im running the game with a radeon 3850pro, and ive got the following glitches to report: Lights shine through solid objects, the screen doesnt resize correctly after videos (possible workaround: when completing a mission, as soon as the screen turns green go to the graphics menu and switch resolution to 640x480; after video sequence change the resolution to desired value again); trying to run the game in fullscreen killed x-server, virt. desktop is a must. and last but not least: no moving lights (flashlights, search beams) are displayed, this is my biggest problem atm.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #33 from joaopa jeremielapuree@yahoo.fr 2010-05-18 17:06:40 ---
trying to run the game in fullscreen killed x-server,
Wine can not kill x-server. It is a bug in your graphic card driver. Report the bug to your GC manufacturer
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #34 from Tobias Jakobi liquid.acid@gmx.net 2010-09-05 10:55:57 CDT --- The light-shine-through issue is still present. Apart from that the game looks good :)
Tested on: 00:02.0 VGA compatible controller: Intel Corporation Arrandale Integrated Graphics Controller (rev 02)
Driver: i965 mesa classic (git master) wine-1.3.1
And yes, this GPU (according to glxinfo) supports ARB_fbo.
http://bugs.winehq.org/show_bug.cgi?id=9609
Cùran debian@carbon-project.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |debian@carbon-project.org
--- Comment #35 from Cùran debian@carbon-project.org 2011-02-02 15:57:08 CST --- I'm seeing this bug with Wine 1.3.12, SC 1.3 [0] (which works fine with the 3-CD version or to put it differently: version 1.2b shows the same graphical corruption) and a R300-based graphic card (r300g, Mesa 7.10 (Gallium 0.4), DDX 6.13.2, X 1.9.4 RC2, Linux 2.6.37 with KMS).
As the screenshots ([1-12]) show, all screens except the loading screens have issues.
I've tried to set OffscreenRenderingMethod and UseGLSL with their different settings (in all combinations) to no avail and also tried to set EmulateGF2Mode=1, again, without any changes.
There is nothing logged (except endless lines of fixme:dsound:IDirectSoundBufferImpl_AcquireResources), if you need some special debugging channel, please let me know.
[0] ftp://ftp.ubi.com/de/support/Spliner%20Cell/update13DVDonly/SplinterCell13DVD.zip [1] http://img404.imageshack.us/img404/1641/sccutscene1.png [2] http://img404.imageshack.us/img404/5008/sccutscene2.png [3] http://img404.imageshack.us/img404/8911/scloadscreenworks.png [4] http://img404.imageshack.us/img404/2008/sclvl1glitch1.png [5] http://img404.imageshack.us/img404/1866/sclvl1glitch2.png [6] http://img404.imageshack.us/img404/7365/sclvl1glitch3.png [7] http://img404.imageshack.us/img404/8185/sclvl1glitch4.png [8] http://img404.imageshack.us/img404/4962/sclvl1glitch6.png [9] http://img823.imageshack.us/img823/2673/sclvl1glitch7.png [10] http://img823.imageshack.us/img823/3001/sclvl1glitch8.png [11] http://img823.imageshack.us/img823/5428/sclvl1glitchfenceahead2.png [12] http://img823.imageshack.us/img823/1263/scmenuglitches.png
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #36 from Tobias Jakobi liquid.acid@gmx.net 2011-02-02 16:31:12 CST --- Do you have a 32-bit of libtxc_dxtn installed?
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #37 from Cùran debian@carbon-project.org 2011-02-02 16:44:00 CST --- In reply to comment #36: No I hadn't. Thanks a lot, now it looks like it should (or almost, haven't tested this extensively)! Maybe some lights are off, but the rest looks good!
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #38 from Tobias Jakobi liquid.acid@gmx.net 2011-02-02 17:49:43 CST --- See bug #24276. Henri's patch is still not in git. Could this one be finally pushed to master?!
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #39 from Tobias Jakobi liquid.acid@gmx.net 2011-02-03 07:20:40 CST --- @Cùran: Can you comment on your settings? I'm interested what you've selected for ForceShadowMode and EmulateGF2Mode.
The only (somehow) working combination for me is ForceShadowMode=1 (shadow buffer) and EmulateGF2Mode=1.
----------------------------------------------------------------------
From "Tom Clancey's Splinter Cell - Patch 1.2 Info/Changelog"
++++++++++++++++++++++++++++++++++++ DETAILS – BENCHMARK MODE / SPLINTER CELL DESIGN
The Splinter Cell benchmark mode was a tool created to validate our performance optimization in the engine. This tool can be especially useful to determine the performance of a specific PC configuration (GPU and CPU). 3 demos are included in this release (1_1_1TbilisiDemo.bin, 1_1_2TbilisiDemo.bin, 2_2_1_Kalinatek.bin)
Some basic understanding of the Splinter Cell renderer and settings are needed to accurately use it as a performance analysis tool. UbiSoft does not support this feature at the consumer level but will answer questions asked by hardware reviewer magazines or OEMs.
Splinter Cell has 3 different rendering pipes:
Class 2 Graphic Adaptors: NV2x/NV3x chips Dynamic Lighting system = Shadow Buffer Vertex position modifiers = Yes Light beams stopped by depth texturing = Yes Pixel Shader effects/filters/water = Yes Reflection/Details texturing/Specular = Yes
Class 1 Graphic Adaptors: R2xx/R3xx/Parhelia/Xabre 200/Xabre 400/Xabre 600/chips/Creative P9 Dynamic Lighting system = Shadow Projector Vertex position modifiers = No Light beams stopped by depth texturing = No Pixel Shader effects/filters/water = Yes Reflection/Details texturing/Specular = Yes
Class 0 Graphic Adaptors: R1xx/NV1x chips Dynamic Lighting system = Shadow Projector Vertex position modifiers = No Light beams stopped by depth texturing = No Pixel Shader effects/filters/water = No Reflection/Details texturing/Specular = No
Class 2 adaptors can run as Class 2, Class 1 or Class 0 adaptors while Class 1 adaptors can run as Class 1 or Class 0 adaptors. Class 0 adaptors are only able to run Splinter Cell as Class 0 adaptors. You can force a class 1 or class 2 adaptor to run as a different class by editing the splintercell.ini file in the \system directory. Uncomment “ForceShadowMode = 0” to force the card to run as class 1 adaptor (if able to) or change “EmulateGF2Mode=0” to “EmulateGF2Mode=1” to run as a class 0 adaptor.
Why does Splinter Cell have a special mode for NV2x/NV3x graphic chips?
Splinter Cell was originally developed on XBOXTM. Features only available on NV2x chips were used and it was decided to port them to the PC version even if these chips would be the only one able to support them. Considering the lighting system of XBOXTM was well validated, it was easy to keep that system intact.
Splinter Cell Dynamic lighting system
Splinter Cell shadow system is a major part of the game. On NV2x/NV3x hardware, it runs using a technique called Shadow Buffers. This technique is rendering the scene from every shadow casting light and store a depth buffer that represent each pixel viewed by this light source. Each pixel has an X, Y, Z coordinate in the light system and these coordinates can be transformed, per pixel, in the viewer coordinate system. It’s then easy to compare with the actual depth stored in the Z buffer to figure out if the pixel viewed by the camera is the same or is occluded by the pixel viewed by the light. If they are the same, it means the pixel is lighted, if the light pixel is in front of the viewer pixel, it means the pixel is in the shadow. On all other current hardware, the game is using another technique called projected shadows (shadow projectors). The technique is somewhat similar, we render the scene from the light point of view but instead of storing the depth, we are storing the color intensity in a texture. That texture is then mapped per vertex on each object that is going to receive the shadow. To be able to have objects casting shadows on other objects that are themselves casting shadows, Splinter Cell is using a 3-depth levels shadow casting algorithm. In general, the first level is used to compute the shadow to be used on the dynamic actors like Sam. The second level is used to compute the shadow used by the static meshes like a table or boxes. The final level is used for the projection on the BSP. This system is allowing Sam to receive the shadow of a gate on him, then Sam and the gate can cast on a box and finally all three objects can cast on the BSP (ground). This system also has a distance check algorithm to determine if Sam’s shadow should be projected on a static mesh (like a box) or if it shouldn’t base on their relative position. Both systems have their own strength/weaknesses. The main advantage of the Shadow Buffer algorithm is how easy it is to work with. Shadow Projectors are tricky and difficult to use.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #40 from Cùran debian@carbon-project.org 2011-02-03 12:46:39 CST --- First as an update to comment #37: The game looks good except some minor glitches like flickering textures, some lighting seems to be off (like attachment 13441) and probably a few other things I haven't noticed.
In reply to comment #38 and comment #39: I use the default settings of Wine and SC also uses its defaults, excerpt from SplinterCell.ini:
; ForceShadowMode flag : 0==projector, 1==buffer, unspecified==auto-detect ;ForceShadowMode=0 EmulateGF2Mode=0
The system I'm playing this game on is detailed in comment #35.
Wrt bug #24276: The patch mentioned there would just add a warning in case S3TC is required and not available, right? Would help to catch my initial problems. Yes.
Can anybody comment on the status of the patch in attachment 20674 and whether it should fix the remaining glitches? If so, I'd be happy to test that.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #41 from Tobias Jakobi liquid.acid@gmx.net 2011-02-15 05:25:58 CST --- Can now also test this on my RV740 with r600g (s3tc support was added):
1) The light-shine-through issue is still there 2) The only configuration where shadows are working is with EmulateGF2Mode=1. As long as this emulation mode is enabled, it doesn't matter whether I select shadow projector or shadow buffer mode. 3) Shadows show z-buffer issues / z-fighting
@Cùran: Are you really sure that it works with r300g and EmulateGF2Mode=0 (disabled)? Because this would indicate a problem with r600g.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #42 from Cùran debian@carbon-project.org 2011-02-15 05:41:55 CST --- In reply to comment #41:
@Cùran: Are you really sure that it works with r300g and EmulateGF2Mode=0 (disabled)? Because this would indicate a problem with r600g.
Yes I'm sure. I've pasted the relevant lines in comment #40 and didn't edit them for the comment (Where would be the point in that? Wouldn't help.). In fact I didn't edit SplinterCell.ini at all, so what I have in there is what the game set.
I could just paste the whole $SPLINTERCELL_INSTALL_DIR/system/SplinterCell.ini though you'd still no guarantee I didn't mess with it. So I don't see the point of that. Same goes for screen shots.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #43 from Tobias Jakobi liquid.acid@gmx.net 2011-02-15 06:19:52 CST --- Yeah, sry, I just wanted to make sure :) Looks like I can open a r600g bug then.
http://bugs.winehq.org/show_bug.cgi?id=9609
sacrediou sacrediou@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |sacrediou@yahoo.fr
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #44 from joaopa jeremielapuree@yahoo.fr 2012-05-11 16:18:15 CDT --- The last comments were about the lack of ST3C support in mesa driver. It is not a Wine bug.
The first graphical bug is FIXED.
This bug could be closed as FIXED.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #45 from Tobias Jakobi liquid.acid@gmx.net 2012-05-11 16:52:42 CDT --- (In reply to comment #44)
The first graphical bug is FIXED.
Uhm, where did you get this from?
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #46 from joaopa jeremielapuree@yahoo.fr 2012-05-11 17:39:12 CDT --- I tried the demo a few minutes.
Not fixed for you?
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #47 from Michael Abbott michael@araneidae.co.uk 2012-05-12 02:23:18 CDT --- (In reply to comment #46)
I tried the demo a few minutes.
Not fixed for you?
You need to be very specific about graphics driver here. I've just reported bug 30576 which turns out to be, mostly, missing ST3C support, but even with that enabled the game looks awful. Looking upstream in this bug report, particularly #39, it looks like the game itself explicitly behaves differently on different cards (oh dear), so to say "it's fixed" is a bit optimistic.
For me the game looks dreadful, both due to the flare of lighting and fractured textures through busted ST3C. My card is an HD 6950, my driver ati (not fglrx).
http://bugs.winehq.org/show_bug.cgi?id=9609
Paul The Tall paulthetall@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |paulthetall@gmail.com
--- Comment #48 from Paul The Tall paulthetall@gmail.com 2012-12-06 17:36:07 CST --- Same issue here...Still in 1.5.18 have also ATI/AMD Radeon 6770M Graphicscard (Mac osx Mountain lion)
http://bugs.winehq.org/show_bug.cgi?id=9609
Heiko zuxez@uni.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |zuxez@uni.de
--- Comment #49 from Heiko zuxez@uni.de 2013-02-20 11:08:09 CST --- Hello. I've got similar problems like shown in "Splinter Cell full 1.2 - screenshot from in-game" with allmost all the Splinter Cell titles. Seems to be some lightning issue, notacibly mostly on level starts or reloads, probably due to renderer reinitialization. The problems are still there in recent git.
I'm on an Intel Q6600 with an NVidia 9800GTX
media-libs/mesa-9.1_rc2 x11-base/xorg-server-1.13.2.901 x11-drivers/nvidia-drivers-310.32
http://bugs.winehq.org/show_bug.cgi?id=9609
Andrey Gusev andrey.goosev@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |andrey.goosev@gmail.com
--- Comment #50 from Andrey Gusev andrey.goosev@gmail.com 2013-07-05 15:30:11 CDT --- Tried and didn't have any of the described issues. Wine 1.6-rc4 with Intel HD3000 (IGP).
http://bugs.winehq.org/show_bug.cgi?id=9609
Jarkko K jarkko_korpi@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jarkko_korpi@hotmail.com
--- Comment #51 from Jarkko K jarkko_korpi@hotmail.com --- open regedit navigate to HKEY_CURRENT_USER->Software->Wine->Direct3D->Useglsl set it to "disabled"
This pic is not uploaded by me, but it shows what needs to be changed. Works at least ati 7870, closed source driver. I know because I have done it I had also texture/shadow issues.
http://img26.imageshack.us/img26/4095/regedituseglsl.jpg
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #52 from Tobias Jakobi liquid.acid@gmx.net --- Jarkko, this has nothing to do with fixing this bug.
http://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #53 from Jarkko K jarkko_korpi@hotmail.com --- Well I know it can correct wrongly rendered things on this game.
It's a workaround while there isn't bug-fix.
Do you expect me to code it for you?
http://bugs.winehq.org/show_bug.cgi?id=9609
Maik Wagner maiktapwagner@aol.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |maiktapwagner@aol.com
--- Comment #54 from Maik Wagner maiktapwagner@aol.com --- Created attachment 49090 --> http://bugs.winehq.org/attachment.cgi?id=49090 Main Menu on CentOS 6.5 32-Bit with wine 1.7.22
Hello everyone,
I would like to submit a screenshot concerning the main menu on CentOS 6.5 32-Bit and in that sense I would like to report that the issue is still valid.
https://bugs.winehq.org/show_bug.cgi?id=9609
Ken Sharp imwellcushtymelike@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Severity|enhancement |trivial
https://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #55 from joaopa jeremielapuree@yahoo.fr --- Still a bug in current wine?
https://bugs.winehq.org/show_bug.cgi?id=9609
Andrey Gusev andrey.goosev@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- URL|ftp://ftp.ubi.com/de/splint |https://archive.org/details |ercell/splintercelldemo_eng |/TomClancysSplinterCellDemo |lish_us.exe |
https://bugs.winehq.org/show_bug.cgi?id=9609
winetest@luukku.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |winetest@luukku.com
--- Comment #56 from winetest@luukku.com --- (In reply to joaopa from comment #55)
Still a bug in current wine?
Can't tell. wine 2.0rc5 crashes at start. Wine-staging 2.0rc5 starts but my hero spins around and I can't control the guy.
https://bugs.winehq.org/show_bug.cgi?id=9609
fjfrackiewicz@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |fjfrackiewicz@gmail.com
--- Comment #57 from fjfrackiewicz@gmail.com --- (In reply to winetest from comment #56)
(In reply to joaopa from comment #55)
Still a bug in current wine?
Can't tell. wine 2.0rc5 crashes at start. Wine-staging 2.0rc5 starts but my hero spins around and I can't control the guy.
Hmmm. Do you have a controller plugged in while running the demo?
Also, this might be a long shot but can you try temporarily disabling all the xinput dlls in winecfg to see if the out of control spinning goes away?
https://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #58 from winetest@luukku.com --- (In reply to fjfrackiewicz from comment #57)
Hmmm. Do you have a controller plugged in while running the demo?
No.
Also, this might be a long shot but can you try temporarily disabling all the xinput dlls in winecfg to see if the out of control spinning goes away?
I might run testrun at somepoint later. But not for now.
https://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #59 from joaopa jeremielapuree@yahoo.fr --- For those having had the issue, still a problem with current wine (3.11) ?
https://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #60 from joaopa jeremielapuree@yahoo.fr --- Does the bug still occur with wine4.0-rc7?
https://bugs.winehq.org/show_bug.cgi?id=9609
--- Comment #61 from joaopa jeremielapuree@yahoo.fr --- 3 years without any feedback. Reproducible only on specific hardware. Can an administrator close this bug as ABANDONED?
https://bugs.winehq.org/show_bug.cgi?id=9609
Olivier F. R. Dierick o.dierick@piezo-forte.be changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |o.dierick@piezo-forte.be Resolution|--- |FIXED Fixed by SHA1| |f8c4832276fb740e527fed87aa2 | |7975f91546d26 Status|NEW |RESOLVED
--- Comment #62 from Olivier F. R. Dierick o.dierick@piezo-forte.be --- Hello,
The bug is too generic and has become messy with multiple issues, it should die.
The first identified issue about FBO stencils is fixed per comment 29 to comment 31 so, marking this bug FIXED by commit f8c4832276fb740e527fed87aa27975f91546d26.
The remaining issues should be reported separately, if not already done.
Regards.
https://bugs.winehq.org/show_bug.cgi?id=9609
Olivier F. R. Dierick o.dierick@piezo-forte.be changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|graphical glitches running |graphical glitches running |Tom Clancy's Splinter Cell |Tom Clancy's Splinter Cell |Demo |Demo (need better FBO | |stencil buffer support)
https://bugs.winehq.org/show_bug.cgi?id=9609
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #63 from Alexandre Julliard julliard@winehq.org --- Closing bugs fixed in 5.0-rc5.