D3D 58 Well, I managed to get texturing to work... For that, re-updated also my d3d_status page and added new screenshots. I think that this is a DRI bug (because well, I do not see why this change helps)... Anyhow, can't hurt :-) Changelog Fix texturing. -- Lionel Ulmer - http://www.bbrox.org/
--- /home/ulmer/Wine/wine_base//dlls/ddraw/d3ddevice/mesa.c 2002-12-27 11:07:26.000000000 +0100 +++ /home/ulmer/Wine/wine_work//dlls/ddraw/d3ddevice/mesa.c 2002-12-27 17:41:02.000000000 +0100 @@ -1422,6 +1422,7 @@ LPDIRECTDRAWSURFACE7 lpTexture2) { ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface); + IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This; TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2); @@ -1441,11 +1442,13 @@ This->current_texture[dwStage] = tex_impl; IDirectDrawSurface7_AddRef(ICOM_INTERFACE(tex_impl, IDirectDrawSurface7)); /* Not sure about this either */ - + TRACE(" activating OpenGL texture %d.\n", tex_glimpl->tex_name); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tex_glimpl->tex_name); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glThis->render_state.mag); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glThis->render_state.min); } LEAVE_GL();