Re: Status of d3d in a child window?
Thanks Stefan. I thought it should be possible. I upgraded my NVidia driver and things are a lot better now. Incidentally, is there a known minimum graphics hardware and driver level to get this child window stuff working? mfctex.exe now works OK, although the D3D child window still seems to be in slightly the wrong place (see http://www.hatsell.com/mfctex_screenshot.png). I also tried an MDI app that has a separate MDI child for each D3D window. This worked perfectly for the first child window but crashed out when opening a second child. Is this expected behavior at the moment? Thanks Mark Stefan Dösinger [EMAIL PROTECTED] wrote in message news:[EMAIL PROTECTED] Am Mittwoch, 16. Januar 2008 00:29:02 schrieb Mark Hatsell: Hello All I was just wondering what the status was of D3D in a child window. Looking back at the release info it seems that the OpenGL in a child window has been sorted and that D3D has been converted to use WGL. Is this not enough to get D3D in a child window going? Yes I have tried the mfctex sample but it draws the D3D child window in slightly the wrong place and doesn't render anything at all. I have also tried a couple of other apps which also exhibit similar behaviour. Just wondered what else needed fixing before this would work? Which video card and driver do you have? The child window code has quite a few requirements, and it uses some AIGLX and Compositing features.
Status of d3d in a child window?
Hello All I was just wondering what the status was of D3D in a child window. Looking back at the release info it seems that the OpenGL in a child window has been sorted and that D3D has been converted to use WGL. Is this not enough to get D3D in a child window going? I have tried the mfctex sample but it draws the D3D child window in slightly the wrong place and doesn't render anything at all. I have also tried a couple of other apps which also exhibit similar behaviour. Just wondered what else needed fixing before this would work? Thanks Mark
Re: OpenGL as child windows
These wouldn't be Win32 subwindows as X11 child windows (as I heard Wine doesn't do), but rather, a child window of the main window used solely for showing OpenGL on. I can't, in my admittedly limited knowledge, think of why it wouldn't work, and it should also help clear the problem Wine has with Win32 child windows using OpenGL since they'd implicitly clip to the child window extents, instead of trying to hack the scissors test. The X11 child window for OpenGL would be completely transparent to the app (as in, opengl wouldn't announce its existance, and the rest of the code wouldn't care about it). Just wondered what would happen in the case of a non-X11 child window partially overlapping an X11 OpenGL window? I guess this wouldn't work still even with this solution. This could happen quite easily in an MDI situation. Mark
Re: Status of wine development
Stefan Dösinger [EMAIL PROTECTED] wrote in message news:[EMAIL PROTECTED] DirectX10 will be after Wine 1.0 I am afraid. Development outside the tree may start earlier, but last I knew AJ plans a feature freeze soon(aka when d3d is stable), adding d3d10 would delay that way to much. Right now I am rewriting the state management in wined3d, which is the last big thing I really want to get in before the freeze. Just wondered if D3D in a child window is likely to be implemented before the freeze?? See bug: http://bugs.winehq.org/show_bug.cgi?id=3568 Mark
Re: Hey what about the GL View ports problem.
Just wondered if the mentioned Patch is also supposed to fix D3D in a window? I have tried applying the Patch but it doesn't seem to make any difference to D3D9 apps as far as I can tell. D3D seems to take up the entire top-level window and also the scene is rendered lower than it should be. Thanks Mark Stefan Dösinger [EMAIL PROTECTED] wrote in message news:[EMAIL PROTECTED]
Re: Problem with D3D9 CreateDevice
Oliver Stieber [EMAIL PROTECTED] wrote in message news:[EMAIL PROTECTED] MDI was updated a few months ago, one of the results is that MDI no longer works for Direct3D applications. Fixing MDI for Direct3D is on my TODO list. I think the error occurs when Direct3D is used in any child (non-top level) window, not just MDI child windows. I say this since the mfctex sample is not an MDI application and the same problem exists. However, the Direct3D window is a child of the main application window. I'll keep my eyes peeled for a patch. Thanks Mark
Problem with D3D9 CreateDevice
Hello I am trying to get an application I have written working under Wine. My application uses Direct3D v.9 which is causing a problem. I am using the latest CVS version of Wine under Mandriva Linux 10.2. The problem I have is that when I try to create the 3D device using CreateDevice, it fails and I get the following output from Wine debugging: fixme:d3d:IWineD3DImpl_GetDeviceCaps Caps support for directx9 is nonexistent at the moment! fixme:d3d:IWineD3DImpl_CheckDeviceMultiSampleType Quality levels unsupported at present trace:d3d:IWineD3DImpl_CreateDevice Created WineD3DDevice object @ 0x79b7ec78 trace:d3d:IWineD3DImpl_AddRef (0x7bcb1890) : AddRef increasing from 1 trace:d3d:IWineD3DImpl_CreateDevice (0x7bcb1890)-(Adptr:0, DevType: 1, FocusHwnd: 0x50060, BehFlags: 42, PresParms: 0x7baeb0ec, RetDevInt: 0x78d56ea8) trace:d3d:IWineD3DImpl_CreateDevice (0x7bcb1890)-(DepthStencil:(80,WINED3DFMT_D16), BackBufferFormat:(23,WINED3DFMT_R5G6B5)) trace:d3d:IWineD3DImpl_CreateDevice (0x7bcb1890) : Creating stateblock trace:d3d:IWineD3DImpl_CreateDevice (0x7bcb1890) : Created stateblock (0x79bbf6a0) trace:d3d:IWineD3DStateBlockImpl_AddRef (0x79bbf6a0) : AddRef increasing from 1 trace:d3d:IWineD3DImpl_CreateDevice Creating implicit swapchain trace:d3d:IWineD3DDeviceImpl_CreateAdditionalSwapChain (0x79b7ec78) : Created Aditional Swap Chain trace:d3d:IWineD3DDeviceImpl_CreateAdditionalSwapChain Using a display of 0x7c017628 0x4284 warn:d3d:IWineD3DDeviceImpl_CreateAdditionalSwapChain Failed to get a valid XVisuial ID for the window 0x50060 fixme:d3d9:IDirect3DDevice9Impl_CreateAdditionalSwapChain (0x78d56ea0) call to IWineD3DDevice_CreateAdditionalSwapChainfailed warn:d3d:IWineD3DImpl_CreateDevice Failed to create implicit swapchain trace:d3d:IWineD3DStateBlockImpl_Release (0x79bbf6a0) : Releasing from 2 trace:d3d:IWineD3DStateBlockImpl_Release (0x79bbf6a0) : Releasing from 1 fixme:d3d:IWineD3DStateBlockImpl_Release Releasing primary stateblock I have located the source of the error in device.c which seems to be something to do with it not having a valid X11 window. However, at this point my lack of Wine knowledge prevents me from getting any further. Has anyone any idea what might be causing this problem and what I can do to fix it? Any help much appreciated. Mark
Re: Problem with D3D9 CreateDevice
Oliver Stieber [EMAIL PROTECTED] wrote in message news:[EMAIL PROTECTED] I believe all top level windows should have a valid visual ID. Can you tell me what your passing in as the creation parameters, if your creating a window and using it's HWND when creating a device or expecting DirectX 9 to create the device for you, and if your application is MDI or not. The window is created prior to the CreateDevice call but is not yet shown. It has the following Window Styles and Extended Styles: WS_CAPTION WS_CHILDWINDOW WS_VISIBLE WS_CLIPSIBLINGS WS_CLIPCHILDREN WS_SYSMENU WS_THICKFRAME WS_MINIMIZEBOX WS_MAXIMIZEBOX WS_EX_LEFT WS_EX_LTRREADING WS_EX_RIGHTSCOLLBAR WS_EX_MDICHILD WS_EX_WINDOWEDGE My application is an MDI application and the Direct3D window is an MDI child. I have found that the mfctex sample in the DirectX SDK also stops with this error. Let me know if you need any further info. Thanks Mark
Re: Problem with D3D9 CreateDevice
Karsten Elfenbein [EMAIL PROTECTED] wrote in message news:[EMAIL PROTECTED] Could you tell us what app/game you are trying to run. (trail/demo available?) I have a game (Eve Online) that fails while detecting the direct modes. http://bugs.winehq.org/show_bug.cgi?id=3157 It is an app I have written myself for plotting 2D/3D graphs etc. Mark