This seems like the Copy/Paste syndrom [:-)]
Anyway, I fixed it in one of my pending patch.
Yes! From a ZBuffer surface to another... Don't remember the game though... (because it crashed in another part of wine)
Wow... This is nice :-)
When doing the standard blit, the app set the DDBLT struct pointer to NULL so without the check this simply crashes when accessing the depthfill member of the structure.
Yeah, it's in my plans to have the ZBuffer a bit better handled to not crash when applications do strange things with it...
Proper Lock / Blt support will never be fast on any GL implementation I know though :-/
Yes this can be done as well. [:-)]
Fixed it in one of my patches too.
Because the world transformation introduced the W coordinate which cannot be passed to drawing functions. But well, this coordinate should be always be 1 after the world transformation so we can ommit it.
Well, you can pass the W coordinates using the 1/W trick, no ? If you use the XYZRHW format and give it X, Y, Z, 1/W after your computation it should work, no ? Slow but working from what I can see...
Oh! Well I forgot this hack... [;-)]
I think to support this using GL, we should use the feedback buffer. Will surely be slow, but well, better than to write our own lighting :-)
Lionel