Hello,
I'm helping with the first private server for Phantasy Online Universe that will be made public really soon, but the game can't run correctly with this problem: https://bugs.winehq.org/show_bug.cgi?id=6955
It's been about almost 10 years that this issue has been submitted. We were told in 2009 that there was plans to get this fixed. https://forum.winehq.org/viewtopic.php?f=2&t=6626 but nothing has came from it.
This is a bit important that this gets fixed soon or else the Mac wine wrapper at launch will be a dud... Can somebody tell me the progress of this?
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Am 2015-03-18 um 04:12 schrieb Joshua Hale:
Hello,
I'm helping with the first private server for Phantasy Online Universe that will be made public really soon, but the game can't run correctly with this problem: https://bugs.winehq.org/show_bug.cgi?id=6955
Does the game in question actually need vertex blending, or does it just want the max vertex blend matrices value return 4?
It's been about almost 10 years that this issue has been submitted. We were told in 2009 that there was plans to get this fixed. https://forum.winehq.org/viewtopic.php?f=2&t=6626 but nothing has came from it.
We have a vertex pipeline replacement now, and Matteo is currently working on replacing fixed function uniforms with real GLSL uniforms, which will allow us to load additional data into the shader that is not otherwise supported by the GL fixed function pipeline.
Still implementing vertex blending is not as easy as flipping a button. It hasn't really been a priority since I have not seen any game that actually uses it. The only "use" it has is that native d3dx9 accidentally depends on the reported capability.
This is a bit important that this gets fixed soon or else the Mac wine wrapper at launch will be a dud... Can somebody tell me the progress of this?
Patches are welcome :-) .
Though to my knowledge Apple implements GL_ARB_vertex_blend, so this functionality should just work if you disable GLSL or change directx.c to use the fixed function vertex pipeline instead of our GLSL implementation.