The patch you gave me is too incomplete to run GTA :(
I can start a game, but once the loading screen says it is done, the game crashes. Looked at the console, it says, "fixme:drawStridedFast TODO".
The crash happens at the end of drawStridedFast(), inside glDrawElements().
Your patch will really speed things up when it is finished. In a fresh CVS tree, I disabled drawStridedSlow and applied 2 polling patches submitted to wine-patches. The game works almost as fast as in Windows!!
Brian G.
--- Raphael fenix@club-internet.fr wrote:
Here is it.
But i have some problems with hardware vertex buffers (using vbo extension) i have some 'transparent" objects (ie graphics bugs) Anyway, If you encounter same problems you can uncomment this line: //useSoft |= (0 != (Usage & D3DUSAGE_WRITEONLY)); (dls/d3d8/vertexbuffer.c at line 71)
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Hi
On Thursday 25 November 2004 20:43, Brian Gunlogson wrote:
The patch you gave me is too incomplete to run GTA :(
:(
I can start a game, but once the loading screen says it is done, the game crashes. Looked at the console, it says, "fixme:drawStridedFast TODO".
Well the only way to have this TODO its when your card support vertex blending (and i'm happy to found people who have cards that support this extension :) )
The crash happens at the end of drawStridedFast(), inside glDrawElements().
Really strange, and when you export WINED3D_VBO_DISABLE=1 it crash ?
Your patch will really speed things up when it is finished.
Yes, its work on progress But i have a very strange problem who i can't understand at all :(
In a fresh CVS tree, I disabled drawStridedSlow and applied 2 polling patches submitted to wine-patches. The game works almost as fast as in Windows!!
Good news :)
Brian G.
Regards, Raphael
--- Raphael fenix@club-internet.fr wrote:
Really strange, and when you export WINED3D_VBO_DISABLE=1 it crash ?
nope, it didn't crash. I wasn't having gfx problems so I hadn't tried that yet.
Brian G.
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