--- Nick Burns adger44@hotmail.com wrote:
results of wined3d - d3d9 regression testing on windows98se gf4 4200 64MB (using wined3d+GLX->WGL patch)
General overview some demos give odd crash on exit resizing windows is hacked (blame me) -- instead of stretching the output -- it simply changes the vireport size for programs that enumerate display modes the screen flashes alot for programs that enumerate display formats it takes a LONG time to startup
The slowdown is caused by this patch: http://www.winehq.org/hypermail/wine-patches/2005/04/0289.html
I've been working on an improved version that looks up what the graphics card supports once and generates a lookup table for later validation which makes the checks more or less instant, but it's not quite yet ready yet.
dx9_texture_mipmapping (same as real d3d9 -- except very very slow and the filter work differently -- ... hard to explain)
dx9_spot_light (the spot light does not look the same -- in fact the edges are sharp not smooth)
lights are different in OpenGL compaired to DirectX
dx9_texture_addressing (... works on wined3d but not my real d3d9)
That's because your card doesn't support texture borders under DirectX, but OpenGL does.
dx9_2d_demo_game (extremely SLOW -- animations?? unsure too slow (like 0.1 fps))
I've got a fix that gets the frame rate upto around 30fps.
additional tested demos fullscreen (cannot find windowed mode?) -- cannot press f2 (crashes))
The fullscreen not windowed issue is because 24 bit colour reports its self as being D3DFMT_A8R8G8B8 in directx.c instead of D3DFMT_X8R8G8B8.
MultiDx (same as real d3d9 -- EXCEPT all panes draw the teapot on a 1bit buffer? -- and there are odd artifacts... hard to explain) DXCapsViewer (mode 0 -- 640x480xD3DFMT_X8R8G8B8 does not show up -- problem in mode iteration?) DxTex (runs but does not display -- will not run on my real d3d9) dx9_lost_device (same as real d3d9 -- except says texture object failed to clean up properly -- problem in texture/resource reference counting)
This demo requires _reset, and ref counting in wined3d is a little different to DirectX. Also the lost device demo doesn't clean up by the book, the extra references are ones that the demo hasn't cleaned up its self
dx9_multiple_devices (start rendering in one window then just green...)
Multiple devices aren't supported yet
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