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