this patch break PP effects even more with Max Payne 2 (demo) and ORM=backbuffer. Bullettime PP works, but cutscene PP breaks. Interested in a screenshot?
I'm sorry, I cannot reproduce this. Which settings are you using?
cutscene post processing works flawlessly here with this patch, even if I disable GL_ARB_texture_non_power_of_two and force wined3d to fall back to GL_ARB_texture_rectangle. Offscreen rendering mode is backbuffer, post processing effects set to high, resolution 640x480. For testing I am using the very first cutscene when the view is moving into the hospital room where the interactive part of the demo starts
I'm sorry, I cannot reproduce this. Which settings are you using?
I see it now, it only occurs with medium post processing settings.
The patch obviously has a flaw when the drawable is bigger than the target, in which case the coordinate system's origin is outside of the target's area. I think I have to deal with the drawable-target difference in the blit-to-frontbuffer code
Stefan Dösinger wrote:
I'm sorry, I cannot reproduce this. Which settings are you using?
I see it now, it only occurs with medium post processing settings.
OK, I can't use the high settings for now because of the slowdowns. Medium is the only half-working option for now.
The patch obviously has a flaw when the drawable is bigger than the target, in which case the coordinate system's origin is outside of the target's area. I think I have to deal with the drawable-target difference in the blit-to-frontbuffer code
I keep an eye out for patches on the ml :)