axeldavy

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About sw rendering: https://msdn.microsoft.com/en-us/library/windows/desktop/bb147296(v=vs.85).aspx https://msdn.microsoft.com/en-us/library/windows/desktop/bb172925(v=vs.85).aspx state D3DRS_CLIPPING does have impact.

Is it fixed with our recent patches ?

So according to the tests, it indicates that when in mixed mode, everything has the extended software processing limitations (you can set more constants, create shaders with more constants, etc),...

software vertex processing is partially implemented now. Not yet implemented: . Allows up to 255 blend matrices in ff . ff and vs 2 shaders in ProcessVertices . Swvp requires...

any issue should be fixed :-)

Can you try to build with more debug info (-g, -O0, etc). I suspect the debug info is indicating the wrong function, because there was some inlining.

Useless log, sorry. To have useful log, we need have mesa debug info, not wine. WINEDEBUG=-all NINE_DEBUG=all you need mesa compiled with --enable-debug

ok, what exactly doesn't work ? The games seems to just leave by himself, but there may be an issue with the pointer

Can you still quit the game ? or you have to kill it ?

Is it better now with our last wine and last ixit mesa ?