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  • #11
    Originally posted by mannerov View Post
    It seems the game require the device cap D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD.

    What does mean exactly the cap is not very clear. When we understand what it is really about, we will enable it. Note that the flag is added in non-debug build to make Cod4 launch.
    Is it safe for you guys to read MS docs? Then maybe have a look at (the remarks section) http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx

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    • #12
      Originally posted by log0 View Post
      Is it safe for you guys to read MS docs? Then maybe have a look at (the remarks section) http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx
      Well, the first thing not clear is why in the first place alpha blending wouldn't work when fullscreen ?
      The unclear thing becomes: is there supposed to be some behaviour to do alpha blending with the front buffer when presenting the back buffer.

      Because for sure rendering with alpha blending works whenever we are fullscreen or not, however if it's some alpha blending behaviour with the front buffer, then no it won't work.

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      • #13
        Originally posted by mannerov View Post
        Do you really get issues with that ?

        I've not seen any problem with that, perhaps it is fixed now ?
        I do not know this is a problem of alpha blending or not, but the smoke in Loadout is not rendered correctly.

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        • #14
          Originally posted by mannerov View Post
          Well, the first thing not clear is why in the first place alpha blending wouldn't work when fullscreen ?
          The unclear thing becomes: is there supposed to be some behaviour to do alpha blending with the front buffer when presenting the back buffer.

          Because for sure rendering with alpha blending works whenever we are fullscreen or not, however if it's some alpha blending behaviour with the front buffer, then no it won't work.
          Not a d3d guy, but from my understanding this is about whether the back buffer can have an alpha channel. In general the buffer chain will have the same format as the display mode, like D3DFMT_X8R8G8B8, while you may want D3DFMT_A8R8G8B8. The cap tells whether the later is supported.

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          • #15
            It seems to be that.

            Then we'll enable the cap, since it is supported.

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