[Mesa-dev] MESA and KOTOR
Marek Olšák
maraeo at gmail.com
Wed Sep 27 08:25:47 UTC 2017
Pbuffers are problematic because it's an ancient feature that nobody
cares about anymore.
I think Miklos made KOTOR work on radeonsi or r600.
Marek
On Mon, Sep 25, 2017 at 6:50 PM, Federico Dossena <dossenus91 at gmail.com> wrote:
> Hello everyone,
> you may remember that a few months ago I was trying to fix KOTOR to work
> with Mesa to use the Gallium llvmpipe software renderer.
>
> Well, it's been a while and I'm happy to see that things are a bit better
> with Mesa 17.2. The game still crashes, but we're closer to fixing it.
>
> Here's what I found using 17.2.1:
> With frame buffer effects and soft shadows the game crashes at the end of
> loading; the crash is inside a function that amongst other things, generates
> mipmaps for a texture used in a pbuffer (function at offset 2FB37D in my
> exe).
> The crash happens when gluBuild2DMipmaps is called, however doesn't seem to
> be a null pointer like it was back in march: it's an access violation
> alright but no longer a null pointer. So I think it's a different, hopefully
> simpler, problem.
>
> Back in march, Miklòs Màté suggested that changing the checks for the pixel
> format could fix the problem, and he was right; without those checks we
> definitely got a step closer to fixing it.
>
> My first thought was to just NOP the entire section that generates mipmaps
> and a bit of code later that uses it. The game no longer crashes, however it
> displays nothing, but I can hear it running in background. So this is the
> last issue! We're almost there!
>
> Now, I'm bothering you again because I think that at this point it's just a
> problem with the texture format used there. The call to gluBuild2DMipmaps
> uses LuminanceAlpha' as texture format as well as internal format (0x190a).
> I tried changing it to RGB and RGBA just to try something, but that didn't
> work because I guess the texture was already generated with another format.
>
> What could I do to investigate this further? And where should I look inside
> Mesa if I wanted to say... force a specific texture format for pbuffers?
>
> I feel that we're very close to fixing this. Your help would mean the world
> to me and the whole KOTOR community.
>
> Thank you ;)
>
> P.S.
> This has nothing to do with mesa, but you should know that KOTOR is slowly
> dieing. It is currently unplayable on Intel and AMD graphics, and recent
> nVidia driver updates have introduced a glitch with transparencies (it can
> be fixed, but still, no one can play KOTOR on modern hardware properly and
> we have to keep old computers as dedicated "shrines" for KOTOR, that's why I
> insist so much on Mesa)
>
>
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