Hello everybody!
I send this mail because I made a bug report some time ago and nobody is looking to help... Here's the bug: http://bugs.winehq.org/show_bug.cgi?id=11946, is there any person who could make this game work?
Thanks
Am Samstag, 29. März 2008 11:12:16 schrieb Warren Dumortier:
Hello everybody!
I send this mail because I made a bug report some time ago and nobody is looking to help... Here's the bug: http://bugs.winehq.org/show_bug.cgi?id=11946, is there any person who could make this game work?
I'm sorry, but open source projects do not work that way. Filed bug reports do not get lost, but we do not promise any bug response time as well.
Usually I send bug reports back to the end of my list when people become too naggy, but I've had a quick look at it:
trace:d3d:IWineD3DDeviceImpl_SetVertexShaderConstantF (iface 0x3aacff8, srcData 0x20f80b0, start 0, count 1024)
It's the same problem as Sims 2, we need software vertex shader emulation for this game.
Stefan Dösinger wrote:
Am Samstag, 29. März 2008 11:12:16 schrieb Warren Dumortier:
Hello everybody!
I send this mail because I made a bug report some time ago and nobody is looking to help... Here's the bug: http://bugs.winehq.org/show_bug.cgi?id=11946, is there any person who could make this game work?
I'm sorry, but open source projects do not work that way. Filed bug reports do not get lost, but we do not promise any bug response time as well.
Usually I send bug reports back to the end of my list when people become too naggy, but I've had a quick look at it:
trace:d3d:IWineD3DDeviceImpl_SetVertexShaderConstantF (iface 0x3aacff8, srcData 0x20f80b0, start 0, count 1024)
It's the same problem as Sims 2, we need software vertex shader emulation for this game.
Wouldn't that be a suitable project for the Summer of Code?
Stephen
Am Samstag, 29. März 2008 17:20:13 schrieb Stephen Eilert:
It's the same problem as Sims 2, we need software vertex shader emulation for this game.
Wouldn't that be a suitable project for the Summer of Code?
Maybe, but it has rather huge requirements:
-> The amount of work is HUGE(ok, we can limit it to e.g. Shader model 1.1) -> There is some integration work to do(a bit easier since my shader/pipeline model changes) -> It requires very good knowledge about x86 / x86_64 assembler -> Mapping the shader instructions on regular FPUs is rather hard
So if there is someone who really enjoys coding in assembler and has excellent knowledge about it I am tempted to agree with shader emulation as a GSoC project. It surely isn't a project for a novice programmer.