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any OpenGL implementation.
88 lines
2.7 KiB
Plaintext
88 lines
2.7 KiB
Plaintext
Introduction
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------------
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This file contains information about Wine's implementation of
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Direct3D.
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The current version has been tested using Mesa. For optimal
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performances, you need at least Mesa 3.1 beta 2.
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Where to find Mesa :
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--------------------
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The home of Mesa should soon be http://www.mesa3d.org/
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For precompiled RPMs, use AltaVista or FTPSearch, but I prefer to 'Use
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the Source' :-)
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WARNING : if you experience crashes in D3DTexture2_Load, see file
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d3dtexture.c for a 'cure'. You could also patch your version of Mesa
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or get version 3.1 beta 2 or the latest CVS version.
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How to configure Mesa :
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-----------------------
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For Mesa version > 3.1b2, you can configure the Voodoo driver to not
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override the signal handlers (something that Wine does really not
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like).
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For that add the following lines to the /etc/mesa.conf file :
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;; Profile for Wine
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(config-mesa wine
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((fx-catch-signals false)))
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And do a 'export MESA_CONFIG=wine' before starting Wine.
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Code structure
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--------------
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TODO (well, once the code will be put in the dll/ddraw directory)
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Status
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------
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Some programs with which I tested the code :
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* BOIDS.EXE (DX5.0) : works great. Only thing missing is the
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texturing and transparency on the spinning gobes. Lighting seems to
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be a bit different than the Real One.
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* TWIST.EXE (DX3.0) : vertex transformation works as it
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should. Texturing and lighting still off.
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* Tomb Raider II (DX5.0) : works perfectly (but slowly) in software
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mode. All the calls needed to make TR2 work have been written. In
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3D accelerated mode with a Voodoo board, it works fine except for
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color keying (no transparent textures :/). This is being
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investigated with the Mesa authors.
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* Jedi Knight Demo (DX3.0) : works well with the old OSMesa
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code. Works for the new GLX code but without the 'head-up' display
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(because it is blitted directly on the frame-buffer :/)
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* Shadow of the Empire demo (DX3.0) : displays a mangled intro screen
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(only blue squares on the screen)
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* Forsaken Demo : starts to work. Texturing is missing and it is
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really really slow.
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* Grim Fandango (DX 3.0 !!) : works in DDraw mode. Some problems in
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D3D mode as it does direct Z Buffer writing.
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TODO
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----
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* work on optimizing Execute Buffers (i.e. Direct3D 3.0)
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* restructuration of all the DDRAW.DLL (put that in the dll
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directory, better separation of 'drivers, ...)
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* start looking into DirectX 6.0
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* inquire on Mesa / XFree86 mailing lists about direct access to
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display hardware (for games such as Tomb Raider II that displays
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vertices that are already in screen coordinates)
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* look into thread safeness...
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--
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Lionel Ulmer - ulmer@directprovider.net
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Last updated : Sat May 08 1999
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