First my deep apologize for the multiple/double post, I am not too used to post on news and I was not seeing my posts so I though they were getting 'lost' somewhere
As for system specs I run 2x Geforce 7900GS on SLI configuration with Nvidia 169.07 driver, x64 architecture, Debian etch, XOrg 7.1.1
Stefan Dösinger escribió:
I am not sure if 0 is the correct value to return in case of no vertex blending support. What happens if you set it to 1? 1 would be a reasonable default as well, because we're still able to transform vertices with one matrix(ie, unblened transformation). It could also be that this game silently expects vertex blending to be supported: For one part, all dx8+ cards support this feature on Windows, and on older cards Windows has software vertex processing which can perform blending in a slow, but working fashion.
1 won't work as d3dx9_30 does <2 (or <=2, I cant rememeber the exact asm comparison) check against the returned value so both 0 and 1 will work the same way
The game made a requirement to have DX9c many months ago
The odd part of it all is the own d3dx9_30 declaring type '0xfe' vertexes and odd offsets when receiving a 0 as value
On a side note, what's the status of 2.0 and 1.4 shaders in wine? wine reports
fixme:d3d:IWineD3DDeviceImpl_CreateVertexBuffer Out of memory!
trying to
D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
when loading data from some zones, and then freezing the screen (although the rest of wine and the game keeps running in the background)