82 lines
2.8 KiB
Plaintext
82 lines
2.8 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 requires :
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* Mesa (tested with version 3.1 beta)
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* a display in 16bpp
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To minimize the impact on DirectDraw (i.e. to reuse most of the code
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already done for DirectDraw), I decided not to start with an
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implementation based on GLX, but on OSMesa. This way, all the OpenGL
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rendering are done in a 'private' memory buffer, buffer that will
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copied back to the DirectDraw Surface each time a 3D scene
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finishes. It is not optimal for execution speed (on each frame, the
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OpenGL buffer is converted from 32 to 16 bpp and copied onto the
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screen) but is for development (I had almost nothing to change in
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DirectDraw). Moreover, 99 % of the code in the Direct3D implementation
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is 'device independant' (i.e. GLX / OSMesa / whatever), so that
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changing to GLX will have only a minor impact on Direct3D's code.
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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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But for now, check http://www.ssec.wisc.edu/~brianp/Mesa.html
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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 wait for version 3.2b (that should have the bug corrected).
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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). All the
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calls needed to make TR2 work have been written.
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* Jedi Knight (DX3.0) : does not start
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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 ?, seems to be 3.0 !!) : does not start.
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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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* real GLX implementation (will need a complete rewrite of DirectDraw
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also) to have 3DFx support
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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 : Tue Jan 19 1999
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