Ove Kaaven wrote:
This makes it possible to work around bug 10080 without having to patch the source code.
This is a hack to allow a work around to function. Much better to actually fix the problem permanently.
Also, it is preferred to preface your patch with the affected area like this:
[winex11.drv] Patch to fix problem in bug #xxxxxx.
James McKenzie
On Sun, Oct 18, 2009 at 1:50 PM, James McKenzie jjmckenzie51@earthlink.net wrote:
Ove Kaaven wrote:
This makes it possible to work around bug 10080 without having to patch the source code.
This is a hack to allow a work around to function. Much better to actually fix the problem permanently.
This is direct3d, there are already several similar registry workarounds for difficult problems.
On Mon, Oct 19, 2009 at 12:45 AM, Austin English austinenglish@gmail.com wrote:
On Sun, Oct 18, 2009 at 1:50 PM, James McKenzie jjmckenzie51@earthlink.net wrote:
Ove Kaaven wrote:
This makes it possible to work around bug 10080 without having to patch the source code.
This is a hack to allow a work around to function. Much better to actually fix the problem permanently.
This is direct3d, there are already several similar registry workarounds for difficult problems.
Well this issue is on the opengl side. Actually the game itself is buggy and expects that a certain level of multisampling is around (whiich is around on Windows). On Linux the Nvidia drivers don't offer this level using 'GLXFBConfigs' but using a different type of rendering they support this level and much higher. There is no easy way to offer this level. I'm not sure if this hack is the way to proceed though as it just disables the functionality the game needs.
Roderick
On Mon, Oct 19, 2009 at 10:03 AM, Roderick Colenbrander thunderbird2k@gmail.com wrote:
On Mon, Oct 19, 2009 at 12:45 AM, Austin English austinenglish@gmail.com wrote:
On Sun, Oct 18, 2009 at 1:50 PM, James McKenzie jjmckenzie51@earthlink.net wrote:
Ove Kaaven wrote:
This makes it possible to work around bug 10080 without having to patch the source code.
This is a hack to allow a work around to function. Much better to actually fix the problem permanently.
This is direct3d, there are already several similar registry workarounds for difficult problems.
Well this issue is on the opengl side. Actually the game itself is buggy and expects that a certain level of multisampling is around (whiich is around on Windows). On Linux the Nvidia drivers don't offer this level using 'GLXFBConfigs' but using a different type of rendering they support this level and much higher. There is no easy way to offer this level. I'm not sure if this hack is the way to proceed though as it just disables the functionality the game needs.
Roderick
I have been thinking about it some more and perhaps the best way is to add a generic mechanism for disabling WGL extensions. Perhaps adding a key like 'DisabledWGLExtensions' similar to 'DisabledOpenGLExtensions' (or whatever we called it) to which you can specify a list of disabled WGL extensions. The WGL extension loading code would need to check it.
Roderick
Roderick Colenbrander skrev:
On Mon, Oct 19, 2009 at 12:45 AM, Austin English austinenglish@gmail.com wrote:
On Sun, Oct 18, 2009 at 1:50 PM, James McKenzie jjmckenzie51@earthlink.net wrote:
Ove Kaaven wrote:
This makes it possible to work around bug 10080 without having to patch the source code.
This is a hack to allow a work around to function. Much better to actually fix the problem permanently.
This is direct3d, there are already several similar registry workarounds for difficult problems.
Well this issue is on the opengl side. Actually the game itself is buggy and expects that a certain level of multisampling is around (whiich is around on Windows). On Linux the Nvidia drivers don't offer this level using 'GLXFBConfigs' but using a different type of rendering they support this level and much higher. There is no easy way to offer this level. I'm not sure if this hack is the way to proceed though as it just disables the functionality the game needs.
It doesn't disable anything for this game. It works 100% if you disable RenderTextureEmulation, presumably it falls back to a different rendering path that does its own "render-texture-emulation".
On Mon, Oct 19, 2009 at 1:08 PM, Ove Kaaven ovek@arcticnet.no wrote:
Roderick Colenbrander skrev:
On Mon, Oct 19, 2009 at 12:45 AM, Austin English austinenglish@gmail.com wrote:
On Sun, Oct 18, 2009 at 1:50 PM, James McKenzie jjmckenzie51@earthlink.net wrote:
Ove Kaaven wrote:
This makes it possible to work around bug 10080 without having to patch the source code.
This is a hack to allow a work around to function. Much better to actually fix the problem permanently.
This is direct3d, there are already several similar registry workarounds for difficult problems.
Well this issue is on the opengl side. Actually the game itself is buggy and expects that a certain level of multisampling is around (whiich is around on Windows). On Linux the Nvidia drivers don't offer this level using 'GLXFBConfigs' but using a different type of rendering they support this level and much higher. There is no easy way to offer this level. I'm not sure if this hack is the way to proceed though as it just disables the functionality the game needs.
It doesn't disable anything for this game. It works 100% if you disable RenderTextureEmulation, presumably it falls back to a different rendering path that does its own "render-texture-emulation".
It disables one thing namely WGL_ARB_render_texture, so that's why I'm suggesting a generic mechanism since there might be more cases where hiding an extension works.
Roderick
Roderick Colenbrander skrev:
On Mon, Oct 19, 2009 at 1:08 PM, Ove Kaaven ovek@arcticnet.no wrote:
Roderick Colenbrander skrev:
On Mon, Oct 19, 2009 at 12:45 AM, Austin English austinenglish@gmail.com wrote:
On Sun, Oct 18, 2009 at 1:50 PM, James McKenzie jjmckenzie51@earthlink.net wrote:
Ove Kaaven wrote:
This makes it possible to work around bug 10080 without having to patch the source code.
This is a hack to allow a work around to function. Much better to actually fix the problem permanently.
This is direct3d, there are already several similar registry workarounds for difficult problems.
Well this issue is on the opengl side. Actually the game itself is buggy and expects that a certain level of multisampling is around (whiich is around on Windows). On Linux the Nvidia drivers don't offer this level using 'GLXFBConfigs' but using a different type of rendering they support this level and much higher. There is no easy way to offer this level. I'm not sure if this hack is the way to proceed though as it just disables the functionality the game needs.
It doesn't disable anything for this game. It works 100% if you disable RenderTextureEmulation, presumably it falls back to a different rendering path that does its own "render-texture-emulation".
It disables one thing namely WGL_ARB_render_texture, so that's why I'm suggesting a generic mechanism since there might be more cases where hiding an extension works.
In my opinion, I think you've got it the wrong way around. Disabling RenderTextureEmulation is not the hack. Implementing some render-texture extension in the first place, *when the corresponding driver functionality was never there to begin with*, was the hack. I don't consider it a hack to *disable* a damn hackish workaround that's apparently causing problems for some games, namely this one. If you really want a clean solution, just rip out the render-texture-emulation hack completely. Do you want that?