4 This file contains information about Wine's implementation of
7 The current version has been tested using Mesa. For optimal
8 performances, you need at least Mesa 3.1 beta 2.
14 The home of Mesa should soon be http://www.mesa3d.org/
16 For precompiled RPMs, use AltaVista or FTPSearch, but I prefer to 'Use
19 WARNING : if you experience crashes in D3DTexture2_Load, see file
20 d3dtexture.c for a 'cure'. You could also patch your version of Mesa
21 or get version 3.1 beta 2 or the latest CVS version.
23 How to configure Mesa :
24 -----------------------
26 For Mesa version > 3.1b2, you can configure the Voodoo driver to not
27 override the signal handlers (something that Wine does really not
30 For that add the following lines to the /etc/mesa.conf file :
34 ((fx-catch-signals false)))
36 And do a 'export MESA_CONFIG=wine' before starting Wine.
41 TODO (well, once the code will be put in the dll/ddraw directory)
46 Some programs with which I tested the code :
48 * BOIDS.EXE (DX5.0) : works great. Only thing missing is the
49 texturing and transparency on the spinning gobes. Lighting seems to
50 be a bit different than the Real One.
52 * TWIST.EXE (DX3.0) : vertex transformation works as it
53 should. Texturing and lighting still off.
55 * Tomb Raider II (DX5.0) : works perfectly (but slowly) in software
56 mode. All the calls needed to make TR2 work have been written. In
57 3D accelerated mode with a Voodoo board, it works fine except for
58 color keying (no transparent textures :/). This is being
59 investigated with the Mesa authors.
61 * Jedi Knight Demo (DX3.0) : works well with the old OSMesa
62 code. Works for the new GLX code but without the 'head-up' display
63 (because it is blitted directly on the frame-buffer :/)
65 * Shadow of the Empire demo (DX3.0) : displays a mangled intro screen
66 (only blue squares on the screen)
68 * Forsaken Demo : starts to work. Texturing is missing and it is
71 * Grim Fandango (DX 3.0 !!) : works in DDraw mode. Some problems in
72 D3D mode as it does direct Z Buffer writing.
76 * work on optimizing Execute Buffers (i.e. Direct3D 3.0)
77 * restructuration of all the DDRAW.DLL (put that in the dll
78 directory, better separation of 'drivers, ...)
79 * start looking into DirectX 6.0
80 * inquire on Mesa / XFree86 mailing lists about direct access to
81 display hardware (for games such as Tomb Raider II that displays
82 vertices that are already in screen coordinates)
83 * look into thread safeness...
86 Lionel Ulmer - ulmer@directprovider.net
87 Last updated : Sat May 08 1999