Problems running under Wine
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 From:  Michael Gibson
10581.2 In reply to 10581.1 
Hi albertosaurus, it's difficult to support running on Wine well, there are often bugs in many layers including in graphics drivers.

Selection being broken is an indication that texture readback is not working well. To do click selections, MoI will do a render on the card to generate a hit test map and then it needs to read that back into CPU land and that's an area that driver bugs can rear up.

One thing that you might see is if there are driver settings that are forcing anti-aliasing to be turned on. If the selection hit test map gets antialiased it messes it up. Wrong objects being highlighted when you move the mouse around means the hit test map is scrambled somehow.


For messed up font display you might try the Wine setting mentioned here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4409.103

That's from a pretty long time ago so I don't know if it does anything with current Wine versions but it may be worth a try.

- Michael
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 From:  albertosaurus
10581.3 In reply to 10581.2 
Forgot to mention, I tried that registry setting too. No luck there.

I recall seeing in the release notes for one of the betas that there's a setting to control texture formats, but I can't find any documentation. Is that a worthwhile avenue of investigation?
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 From:  Michael Gibson
10581.4 In reply to 10581.3 
Hi albertosaurus,

re:
> I recall seeing in the release notes for one of the betas that there's a setting to control texture
> formats, but I can't find any documentation. Is that a worthwhile avenue of investigation?

Hmmm let's see - that was for some driver that sent back colors in reverse byte order than expected. A little bit later I added in a readback test done at startup to detect this situation automatically but it can be manually turned on by adding in an entry in moi.ini under the [View] section:

[View]
TextureReadbackSwapRB=y

If it doesn't help remove that line again.

There is one other thing I can try, there is a variation in how readback works when on Mac OpenGL. I'll make a test version to send to you that uses that method for Wine/Windows OpenGL as well and see if that does any good.

- Michael
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 From:  albertosaurus
10581.5 In reply to 10581.4 
> TextureReadbackSwapRB=y

That broke selection completely. I believe it's a positive sign that we're on the right track as to the root cause.

Thanks for all your help!
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 From:  albertosaurus
10581.6 
Addendum: Creating an annotation under Direct3D manifests the same text rendering corruption as a the rest of the text in the viewport.
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 From:  albertosaurus
10581.7 
Problem solved! Thanks Michael for all your help. The absolute gold standard of excellence.
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