Re: d3d9: Add DF16 support

2009-06-08 Thread Kovács András
2009. 06. 7, vasárnap keltezéssel 19.44-kor Stefan Dösinger ezt írta:
 Am 07.06.2009 um 10:35 schrieb Henri Verbeet:
 
  2009/6/7 Frank Richter frank.rich...@gmail.com:
  As far as I could gather DF16 is the ATI way of getting a  
  renderable
  16 bit depth texture.
  Without knowing much about the actual format, DF16 implies this should
  be a floating point format, similar to the ones provided by
  ARB_depth_buffer_float. Also, could you please add this at the same
  location as the other depth formats?
 I don't think it is a float format, in spite of the name. I don't  
 understand what it exactly is, but it seems that ATI Windows drivers  
 cannot use regular D3DFMT_D16 or D24S8 as texture. That means that if  
 an app wants a depth texture it has to StretchRect from the depth  
 stencil to a D3DFMT_Lx texture.
 
 I think when D16 is used in a shader it is supposed to behave like  
 GL_ARB_shadow. Sometimes this is not flexible enough, and hearsay says  
 it does not work on ATI cards.
 
 My understanding is that the different formats work somewhat like this:
 
 D3DFMT_D16 / D24X8, D24S8(all? nv only?): GL_ARB_shadow / shadow2D()  
 in GLSL
 DF16, DF24(ati): Like sampling DEPTH_COMPONENT24 formats with regular  
 texture2D
 INTZ(nv): denormalized texture2D()
 RAWZ(nv): Comparable to INTZ, but needs some extra calculations. I  
 guess we'll not implement this, only INTZ.
 
 If this is correct, Franks patch is content wise correct. I think  
 we'll need tests to see if my understanding of the formats is correct.
 
Hi, 

I think you can test these formats with Crysis demo, first it tries to
use one of them, then falls back to a standard depth format.

 
 

Andras





Re: d3d9: Add DF16 support

2009-06-07 Thread Kovács András
2009. 06. 7, vasárnap keltezéssel 23.05-kor Frank Richter ezt írta:
 On 07.06.2009 22:22, Henri Verbeet wrote:
  Even if the format isn't lockable, you can still use the data with a
  shader. 
 
 If it's a typical depth format the shader will see normalized values.
 
 Information on DF16 seems to be sparse, one thing I found was:
 http://discussms.hosting.lsoft.com/SCRIPTS/WA-MSD.EXE?A2=ind0611AL=DIRECTXDEVP=R2492I=-3d=No+Match%3BMatch%3BMatches
 It says that DF16 returns real depth values - which would indeed be
 normalized.
 
  Typically float formats aren't normalized, so you can have
  values outside the traditional [0.0,1.0] range. 
  If there's no specific
  extension for this format you could use GL_DEPTH_COMPONENT32F as
  internal format and GL_HALF_FLOAT_ARB as type, although that would
  waste some memory, of course.
 
 On what graphics cards is that extension supported?
 DF16 is supported since the R300. It appears that float depth formats
 are much younger, so it seems unlikely DF16 is actually a float format
 internally.
 Does D3D(9) allow a depth range outside [0.0,1.0] anyway?
 
  Is there any specific application that
  needs this format?
 


GTA4 for example. (it checks only DF16, DF24, INTZ, RAWZ formats, and
because there is no support, it exits with an error message.)


 Some ATI graphics demos (e.g. Toy Shop).
 Probably at least some games that use shadow mapping.
 
 -f.r.
 





Re: Latest Git build 7aeffc442cc1 for Wine 1.1.23

2009-06-05 Thread Kovács András
Hi!

With new wine (1.1.23+ git) I'm getting wide range of failures of
different games.

System:
Ubuntu Jaunty x86
ATI Radeon HD4870 512 MB
fglrx 9.5

- The most significant crash (with several games):
wine: Unhandled page fault on read access to 0x0018 at address
0x7c71fb02 (thread 0009), starting debugger...
Unhandled exception: page fault on read access to 0x0018 in 32-bit
code (0x7c71fb02).
Register dump:
 CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
 EIP:7c71fb02 ESP:0033e2a4 EBP:7d838810 EFLAGS:00210246(  R- --  I  Z-
-P- )
 EAX:0001 EBX:0001 ECX:7d49d6a0 EDX:
 ESI: EDI:7d715258
Stack dump:
0x0033e2a4:  7c70ca7f   7d847520
0x0033e2b4:  7d612f90 7d612f90  
0x0033e2c4:    7d82e7b8 7d612f90
0x0033e2d4:  7d82e7b8 7d848010  7d82e7b8
0x0033e2e4:    7d7e2628 
0x0033e2f4:  7d612f90 7d6a7e88  
Backtrace:
=0 0x7c71fb02 in fglrx_dri.so (+0x713b02) (0x7d838810)
0x7c71fb02: movl0x18(%edx),%eax

Inside ati driver.

- Sims 3 exits without any error message. (it worked before with fbo's,
now exits. it can be started with backbuffer setting)




2009. 06. 5, péntek keltezéssel 18.03-kor chris ahrendt ezt írta:
 On 06/05/2009 08:15 PM, Austin English wrote:
  On Fri, Jun 5, 2009 at 7:11 PM, chris ahrendtceltich...@yahoo.com  wrote:
 
  Tried it several times.. and different iterations of the registry keys
  (you will find them attached) and both cases it fails the same way any
  of the d3d tests will fail or the machine locks up.
   
 
 
 
 
 
 
 
 
   
 
 





Re: gdi32: Stub for GdiEntry13()

2009-06-01 Thread Kovács András
Hi,

I think you should add @ stdcall DdQueryDisplaySettingsUniqueness() line
to gdi32.spec file, otherwise you will get message like this:
err:module:find_forwarded_export function not found for forward
'gdi32.DdQueryDisplaySettingsUniqueness' used by LC:\\windows\\system32
\\gdi32.dll. If you are using builtin Lgdi32.dll, try using the
native one instead.

Best regards, 
Andras

2009. 06. 2, kedd keltezéssel 01.37-kor Nikolay Sivov ezt írta:
 Requested in bug http://bugs.winehq.org/show_bug.cgi?id=18638
 
 Changelog:
 - Stub for GdiEntry13()
 
 From 860bd34f2f0927c306a3f58825ffe46981b522bf Mon Sep 17 00:00:00 2001
 From: Nikolay Sivov bungleh...@gmail.com
 Date: Tue, 2 Jun 2009 01:27:30 +0400
 Subject: Stub for GdiEntry13
 
 ---
  dlls/gdi32/driver.c   |   11 +++
  dlls/gdi32/gdi32.spec |1 +
  2 files changed, 12 insertions(+), 0 deletions(-)
 
 diff --git a/dlls/gdi32/driver.c b/dlls/gdi32/driver.c
 index 20d3f36..8a3c7ed 100644
 --- a/dlls/gdi32/driver.c
 +++ b/dlls/gdi32/driver.c
 @@ -741,3 +741,14 @@ INT WINAPI NamedEscape( HDC hdc, LPCWSTR pDriver, INT 
 nEscape, INT cbInput, LPCS
lpszOutData);
  return 0;
  }
 +
 +/***
 + *  DdQueryDisplaySettingsUniqueness [gdi...@]
 + *  GdiEntry13   [gdi...@]
 + */
 +ULONG WINAPI DdQueryDisplaySettingsUniqueness(VOID)
 +{
 +FIXME(stub\n);
 +
 +return 0;
 +}
 diff --git a/dlls/gdi32/gdi32.spec b/dlls/gdi32/gdi32.spec
 index 36a8fb1..a50f763 100644
 --- a/dlls/gdi32/gdi32.spec
 +++ b/dlls/gdi32/gdi32.spec
 @@ -174,6 +174,7 @@
  # @ stub GdiDrawStream
  # @ stub GdiEndDocEMF
  # @ stub GdiEndPageEMF
 +@ stdcall GdiEntry13() gdi32.DdQueryDisplaySettingsUniqueness
  # @ stub GdiFixUpHandle
  @ stdcall GdiFlush()
  # @ stub GdiFullscreenControl





d3d10 beginning - review

2007-10-05 Thread Kovács András
Hi, 

Here is my work, that is produced under Summer Of Code.
I decided to send this to wine-devel, before I'm splitting to patches.

It doesn't contain a few of debug functions, but on it. If something is wrong 
with this, please tell me.

Best regards,
Andras kovacs


d3d10.tar.gz
Description: application/tgz



Re: UbiSoft giving away games

2007-09-03 Thread Kovács András
Hi,

Rayman Raving Rabbids input related pateches isn't in because, it hason't been 
cleaned yet because ofl ack of time. If somebody interested in, i can send 
tha patch, that makes RRR to run.

andras

2007. szeptember 2. 12.22 dátummal Stefan Dösinger ezt írta:
 Am Sonntag, 2. September 2007 06:58 schrieb Michael Lothian:
  Hi
 
  Just thought I'd share this with you all.
 
  http://www.theinquirer.net/default.aspx?article=42069
 
  For those of you that haven't heard
 
  I know FarCry works with wine I'm not sure about the other 2 but it could
  be worth making them work if they don't as a PR exercise especally if
  they work under Ceider

 PoP SoT also works, but I think it has some graphics troubles. Also it is
 multithreaded, so it depends a bit on well-behaved drivers.

 Andras fixed a bug in Rayman Raving Rabbids some time ago(not d3d related I
 afair, it was some input stuff), I think that game runs now too.

 Far Cry, as you say, runs properly in opengl mode, and d3d mode, at least
 with 1.x shaders. 2.x shaders and hdr had some problems. It has input
 troubles too.

 I would love it if they freed good old settlers 2 :-) I know it's available
 on abadonware sites, but still :-)




Re: msvcr80 support!

2007-07-30 Thread Kovács András
Hi,

Msn live messenger can be started by  commenting out 
@ stdcall FindActCtxSectionStringA(long ptr long str ptr)
@ stdcall FindActCtxSectionStringW(long ptr long wstr ptr)
lines from kernel32.spec file.
By the way it needs native gdiplus.dll, otherwise you won't get it's window.
It is still unusable because of lack of textsrv functions of riched20.dll 
(native causes unhandled exception), and there is another problem that is 
present in msn 7.5, you can't sign in.

2007. július 27. 13.22 dátummal Alexandre Julliard ezt írta:
 Stefan Dösinger [EMAIL PROTECTED] writes:
  Windows Live messenger still refuses to start. Do I have to do anything
  special(other than updating wine), or should I report a bug for this:

 You need to install native common controls 6, or copy the common
 controls manifest from a Windows box, we don't have manifests for
 builtin dlls yet.




Re: Direct X 10 game demo

2007-05-16 Thread Kovács András
This game isn't check windows version on installing.

2007. május 16. 20.32 dátummal Jesse Allen ezt írta:
 On 5/16/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
  Am Mittwoch 16 Mai 2007 16:25 schrieb Tom Spear:
   On 5/15/07, EA Durbin [EMAIL PROTECTED] wrote:
The lost planet demo utilizing Direct X 10 is out, for those of you
interested in developing/testing Direct X 10.
  
   I'm curious.  When we do start work on DX10, are we going to set it up
   so that it will only work if the user uses winver ~= vista or greater,
   or will it be available for all winvers that are capable of supporting
   it?
  
   I'd like to see (a few years from now obviously), if it would be
   possible to use wine's directx to play a dx10 game on winxp, since Ms
   is not going to make dx10 for xp..
 
  I don't think we'll have an artificial winver=winvista in our d3d10 code,
  unless an application fails because it finds a working d3d10 on a
  supposed windows xp. And even then we can port it to real xp without that
  check

 I think that it's highly more likely that the game will check the
 windows version the standard way at install.  So as long as you pass
 the version check there you'll be fine. Past that I don't see any
 reason why they would code additional version checks after that. All
 the games that I've seen don't do that.

 If the game is standalone or runs without installing, then it would
 probably just try to create the standard DX10 object that it needs. If
 we provide it, then it will try to run. If not it will probably say it
 needs DX10 or something. I don't see a reason why it needs* to check
 the version of windows.

 *But just you wait someone is bound to do it...

 Jesse

-- 

Kovács András (andras)
NetClub Vezető Rendszergazda
Lamarr
csevego.net
[EMAIL PROTECTED]





Re: Stub for all raw input functions

2007-03-30 Thread Kovács András
2007. március 30. 13.28 dátummal ezt írta:
 Kovács András [EMAIL PROTECTED] wrote:
  +LRESULT WINAPI DefRawInputProc( PRAWINPUT *paRawInput, INT nInput, UINT
  cbSizeHeader ) +{
  +FIXME((paRawInput=%p, nInput=%d, cbSizeHeader=%d) stub!\n,
  *paRawInput, nInput, cbSizeHeader); +
  +return S_OK;
  +}

 Although MSDN documents that on success DefRawInputProc returns S_OK,
 that's most likely a misguided documenters error: S_OK is an HRESULT
 and an OLE error value, while it's user32 and return type is LRESULT.
 So IMO simply returning 0 should be OK here.

  +BOOL WINAPI RegisterRawInputDevices( PRAWINPUTDEVICE pRawInputDevices,
  UINT uiNumDevices, UINT cbSize ) +{
  +FIXME((pRawInputDevices=%p, uiNumDevices=%d, cbSize=%d) stub!\n,
  pRawInputDevices, uiNumDevices, cbSize); +
  +return TRUE;
  +}

 Probably this stub should return FALSE.
I decided to return this stub TRUE, because Rayman Raving Rabbids won't start 
otherwise. It won't hurt, because app just won't get WM_INPUT messages.

  +UINT WINAPI GetRawInputBuffer( PRAWINPUT pData, PUINT pcbSize, UINT
  cbSizeHeader ) +{
  +FIXME((pData=%p, pcbSize=%p, cbSizeHeader=%d) stub!\n, pData,
  pcbSize, cbSizeHeader); +
  +return 0;
  +}

 MSDN says that an error indicator is -1, not 0, same as for others raw
 input APIs.

Same as the another function, I just represent, that nothing will be returned.
This function won't be called, because app will call if it received a WM_INPUT 
message.
-- 

Kovács András (andras)
NetClub Vezető Rendszergazda
Lamarr
csevego.net
[EMAIL PROTECTED]





DirectX 10 start as a SoC project?

2007-03-12 Thread Kovács András
Hi, 

I think, that start working on Dx10 is a great opportunity to learn about 
wined3d, and Microsoft's new platform. I would like to apply, because i want 
to contribute to open source projects, and i'm really interested in wine, 
especially in wined3d. I have some patches in the tree, and I really would 
like to work on together.

Best Regards, 
Andras kovacs
-- 
--
andras
NetClub
Lamarr
csevego.net
[EMAIL PROTECTED]
--




Re: [3/3] WineD3D: Implement per stream offsets

2007-01-17 Thread Kovács András
Call of duty 2 uses steam offsets.
2007. január 17. 00.06 dátummal Stefan Dösinger ezt írta:
 Stumbled uppon that while reading up instancing. This is a functionality
 technically required for all d3d9 drivers. The new functionality is not
 really tested because I have no app that really needs this, but it should
 not cause issues with games not using stream offsets.

-- 
--
andras
NetClub
Lamarr
csevego.net
[EMAIL PROTECTED]
--




Re: Wine 0.9.25 full of regressions!

2006-11-14 Thread Kovács András
Hi,

My regression test shows same as you. 
Dreamfall is broken because of this patch.

2006. november 14. 16.07 dátummal Mirek ezt írta:
 :) No, in current git or cvs it is still not fixed, i tried it again

 before 10 minutes.

 Mirek

 Dmitry Timoshkov napsal(a):
  Mirek [EMAIL PROTECTED] wrote:
  Ok, i found patch which caused regression in 3DMark 2003, Flatout and
  some other games and apps, it is this patch:
  kernel32: Better workaround for the lack of locale environment
  variables on MacOS from Alexandre Julliard
 
  It's already fixed in the current git.

-- 
--
andras
NetClub
Lamarr
csevego.net
[EMAIL PROTECTED]
--




latest cvs, d3d regression

2006-05-09 Thread Kovács András
-7f539000 Deferredcomctl32elf
  \-PE  0x7f48-7f539000 \   comctl32
ELF 0x7f539000-7f596000 Deferredshlwapielf
  \-PE  0x7f55-7f596000 \   shlwapi
ELF 0x7f596000-7f676000 Deferredshell32elf
  \-PE  0x7f5b-7f676000 \   shell32
ELF 0x7f676000-7f6ff000 Deferredwinmmelf
  \-PE  0x7f68-7f6ff000 \   winmm
ELF 0x7f6ff000-7f72a000 Deferredws2_32elf
  \-PE  0x7f71-7f72a000 \   ws2_32
ELF 0x7f72a000-7f777000 Deferredrpcrt4elf
  \-PE  0x7f74-7f777000 \   rpcrt4
ELF 0x7f777000-7f807000 Deferredgdi32elf
  \-PE  0x7f79-7f807000 \   gdi32
ELF 0x7f807000-7f937000 Deferreduser32elf
  \-PE  0x7f82-7f937000 \   user32
ELF 0x7f937000-7f979000 Deferredadvapi32elf
  \-PE  0x7f94-7f979000 \   advapi32
ELF 0x7f979000-7fa11000 Deferredole32elf
  \-PE  0x7f99-7fa11000 \   ole32
ELF 0x7fa11000-7fa4e000 Deferreddinputelf
  \-PE  0x7fa2-7fa4e000 \   dinput
ELF 0x7fa4e000-7fa7 Deferreddinput8elf
  \-PE  0x7fa6-7fa7 \   dinput8
ELF 0x7fbca000-7fcd Deferredkernel32elf
  \-PE  0x7fbe-7fcd \   kernel32
ELF 0x7fde1000-7fde3000 Deferredxlcutf8load.so.2
ELF 0x7fe18000-7fe3d000 Deferredlibm.so.6
ELF 0x7fe3d000-7fe4 Deferredlibxrandr.so.2
ELF 0x7fe43000-7fe61000 Deferrediphlpapielf
  \-PE  0x7fe5-7fe61000 \   iphlpapi
ELF 0x7fe6c000-7ff62000 Deferredlibwine_unicode.so.1
ELF 0x7ff62000-7ffe Deferredntdllelf
  \-PE  0x7ff7-7ffe \   ntdll
ELF 0xb7e31000-b7e33000 Deferredlibnvidia-tls.so.1
ELF 0xb7e3c000-b7e4 Deferredlibdl.so.2
ELF 0xb7e4-b7f6 Deferredlibc.so.6
ELF 0xb7f6-b7f74000 Deferredlibpthread.so.0
ELF 0xb7fbe000-b7fda000 Deferredld-linux.so.2
Threads:
process  tid  prio (all id:s are in hex)
000a
000c0
000b0
0008 (D) C:\Program Files\DreamCatcher\Painkiller SP Demo\Bin\Pa
  
inGame.exe
00090 ==


Best regards,

-- 
Lamarr
Kovács András
[EMAIL PROTECTED]
http://csevego.net




Re: latest cvs, d3d regression

2006-05-09 Thread Kovács András
Hi!
Sorry, i didn't compiled correctly. It works fine. 
I tested with tomb raider legend, it runs fine and produces some ugly 
graphics:)

But I have a second problem:
err:wgl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0)
err:wgl:internal_glGetString GL_EXTENSIONS returns NULL
fixme:wgl:wglChoosePixelFormatARB unused pfAttribFList
err:wgl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0)
err:wgl:internal_glGetString GL_EXTENSIONS returns NULL

Opengl applications doesn't get opengl extensoins, and quits. (for example 
humus 3d sample apps)

I have a nvidia card (6600, correctly installed) with suse linux 10.1 beta 9.

glxinfo output attached.

Best regards  sorry, 

andras

2006. május 9. 22:32 dátummal ezt írta:
 Hi,

  The wine's latest cvs i get this error on every direct3d games.
  The error output refers always to
  IWineD3DSwapChainImpl_GetFrontBufferData function.

 Are you sure that wined3d is compiled correctly? 2 of my patches have
 modified the VTables of the WineD3D Device and Surface. Because of that
 dlls/wined3d, dlls/d3d8 and dlls/d3d9 have to be recompiled completely. For
 some reason that doesn't always work automatically. Can you do a make clean
 in those directories, recompile them and try again? If that fails, please
 try a make distclean in the top level directory and recompile wine.

 IWineD3DStateBlockImpl_InitStartupStateBlock is not supposed to call
 IWineD3DDeviceImpl_GetFrontBufferData at all. Looks like a problem of mixed
 old and new binary code.

 Thanks,
 Stefan

 PS: I hope those were the last vtable changes needed for the ddraw merge

-- 
Lamarr
Kovács András
[EMAIL PROTECTED]
http://csevego.net
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float, 
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 6600/PCI/SSE2/3DNOW!
OpenGL version string: 2.0.2 NVIDIA 87.56
OpenGL extensions:
GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_imaging, 
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, 
GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100, 
GL_ARB_texture_border_clamp, GL_ARB_texture_compression, 
GL_ARB_texture_cube_map, GL_ARB_texture_env_add, 
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float, 
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, 
GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, 
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, 
GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, 
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, 
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements, 
GL_EXT_fog_coord, GL_EXT_framebuffer_object, GL_EXT_multi_draw_arrays, 
GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, 
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
GL_EXT_rescale_normal, GL_EXT_secondary_color, 
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, 
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D, 
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, 
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine, 
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, 
GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, 
GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_timer_query, 
GL_EXT_vertex_array, GL_HP_occlusion_test, GL_IBM_rasterpos_clip, 
GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, 
GL_NV_copy_depth_to_color

opengl demos start problem with wine current cvs

2006-04-21 Thread Kovács András
Hi,

When i try to start some opengl demos from www.humus.ca (with wine latest 
cvs), I get error, that my card doesn't support some opengl extensions.
The applications' wine output is:

err:wgl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0)
err:wgl:internal_glGetString GL_EXTENSIONS returns NULL
fixme:wgl:wglChoosePixelFormatARB unused pfAttribFList
err:wgl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0)
err:wgl:internal_glGetString GL_EXTENSIONS returns NULL 

I attached the glxinfo's output.
I use Xorg version 6.9.0, on Suse 10.1 beta9 with nvidia driver 2.0.2 NVIDIA 
87.56, and I have a geforce 6600 256 mb pci-e vga card.

Please help me.

Best Regards, 

-- 
Lamarr
Kovács András
[EMAIL PROTECTED]
http://csevego.net
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float, 
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 6600/PCI/SSE2/3DNOW!
OpenGL version string: 2.0.2 NVIDIA 87.56
OpenGL extensions:
GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
GL_ARB_fragment_shader, GL_ARB_half_float_pixel, GL_ARB_imaging, 
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, 
GL_ARB_shadow, GL_ARB_shader_objects, GL_ARB_shading_language_100, 
GL_ARB_texture_border_clamp, GL_ARB_texture_compression, 
GL_ARB_texture_cube_map, GL_ARB_texture_env_add, 
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_float, 
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, 
GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, 
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, 
GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, 
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, 
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements, 
GL_EXT_fog_coord, GL_EXT_framebuffer_object, GL_EXT_multi_draw_arrays, 
GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels, 
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
GL_EXT_rescale_normal, GL_EXT_secondary_color, 
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, 
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D, 
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, 
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine, 
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, 
GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, 
GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_timer_query, 
GL_EXT_vertex_array, GL_HP_occlusion_test, GL_IBM_rasterpos_clip, 
GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, 
GL_NV_copy_depth_to_color, GL_NV_depth_clamp, GL_NV_fence, 
GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_program, 
GL_NV_fragment_program_option, GL_NV_fragment_program2, GL_NV_half_float, 
GL_NV_light_max_exponent, GL_NV_multisample_filter_hint, 
GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range, 
GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, 
GL_NV_register_combiners2, GL_NV_texgen_reflection, 
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
GL_NV_texture_expand_normal, GL_NV_texture_rectangle, 
GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3, 
GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program, 
GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod