preparation work first. If you need any help just contact me or
>the wine-devel list :-)
>
>Stefan
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This patch fixes problems with building mono for i386 using the new
10.4u SDK that ships with Xcode 2.4. Current SVN builds for i386 under
the new SDK, but does not run properly due to changes in
MACHINE_THREAD_STATE. It looks like the breakage in source compatibility
is intentional on Apple's part
Hello,
> I am one of the programmers of the Wine Direct3D implementation, and I
> wondered if there are any plans to implement Managed DirectX in Mono, and if
> it is possible to share efforts between wine and mono?
This would be fantastic.
> This is basically what the wine direct3d code looks
Hi,
Well, the point of the Ben's question is, compacting GC is likely to
store array in nursery area (likely, since it could be regarded too
big to store in nursery area), so nursery allocation and releasing
might become faster than fixing string pointer which might slowdown GC.
(That's why BenM
To my understanding, fixed pointers do not participate GC target. And- locally-allocated array anyways lives until its conversion finishes
(and probably immediately disposed depending on the JIT optimization)- Usually this conversion do not take long timeSo I guess fixed pointer would work bette
Thanks Ben!
--Aaron
On Wed, 2006-10-25 at 16:51 -0400, Ben Maurer wrote:
> Hey guys,
>
> On the 2.0 profile, Encoding uses the char*/byte* version of encoding
> methods to avoid allocating memory. One code path missed this
> optimization, I've attached a fix.
>
> This code path ends up being us
Ben Maurer wrote:
> Hey guys,
>
> On the 2.0 profile, Encoding uses the char*/byte* version of encoding
> methods to avoid allocating memory. One code path missed this
> optimization, I've attached a fix.
nice :-) Comment for patch below.
> - It might pay to do something on the 1.0 profile as we
Hey guys,
On the 2.0 profile, Encoding uses the char*/byte* version of encoding
methods to avoid allocating memory. One code path missed this
optimization, I've attached a fix.
This code path ends up being used in Banshee quite a bit on their tree
view (basically, every time the model is queried,
Stefan Dösinger wrote:
> So from the other replies it sounds like you can use wine for dx, but mono
> needs some preparation work first. If you need any help just contact me or
> the wine-devel list :-)
Well, one option is to use a library written in C++/CLI, compile it with
Microsoft's C++ com
Am Mittwoch 25 Oktober 2006 19:02 schrieben Sie:
> A practical example of building a wrapper by hand would be most helpful.
> Late binding is not an option, and I haven't ever found interface
> definition files for DirectX9.
As far as I know idl files for dx9 do not exist, only the d3d9.h, d3d9type
Michael Schurter wrote:
> Careful what you do with ILDASM Brian, at least if you plan on
> contributing code to the mono project:
Yes, I know. I mostly just wanted to figure out how they made calls; everything
else in my own managed implementation is written from scratch using
documentation. Be
Brian Crowell wrote:
> Richard Matthias wrote:
>> It's worth mentioning that Microsoft's Managed DirectX doesn't use COM
>> interop. They have a library with a simpler C interface that talks to
>> the kernel portion of DirectX that the drivers plug into and the MDX
>> library uses that - it's almos
Richard Matthias wrote:
> It's worth mentioning that Microsoft's Managed DirectX doesn't use COM
> interop. They have a library with a simpler C interface that talks to
> the kernel portion of DirectX that the drivers plug into and the MDX
> library uses that - it's almost completely seperate from
It's worth mentioning that Microsoft's Managed DirectX doesn't use COM
interop. They have a library with a simpler C interface that talks to
the kernel portion of DirectX that the drivers plug into and the MDX
library uses that - it's almost completely seperate from the DirectX
that C++ developers
Jon Chambers wrote:
> I am working on COM Interop support in mono. ...
> ... If you want to try anything out on mono, you will need to
> build you interop assemblies with .Net (either by hand or via tlbimp). If you
> need any other help let me know.
A practical example of buildin
I am working on COM Interop support in mono. Alot of functionality is currently available for calling unmanaged COM objects from managed code (Runtime Callable Wrappers) in mono. I am working on COM Callable Wrappers right now and should have something in svn in the near future. Some details may ne
Stefan Dösinger wrote:
> I am one of the programmers of the Wine Direct3D implementation, and I
> wondered if there are any plans to implement Managed DirectX in Mono, and if
> it is possible to share efforts between wine and mono?
Hello.
I started on an open implementation of the XNA libraries
Hello,
> There are still some minor issues, but I would like to really congratulate
> you all for the great work you are doing.
Could you file bug reports for those issues?
it might help if you give a copy of your tool to the Winforms team
([EMAIL PROTECTED])
> We have just made an small video
Hello,
> Is there interest on having that sources on the mono svn ?? they work
> only with .net 2.0 and the equivalent mono version and there are heavy
> changes on namespaces and directory structure organization compared
> with the 1.7 sources ( that are the ones currently in mono svn )
I think
Hi,
I am one of the programmers of the Wine Direct3D implementation, and I
wondered if there are any plans to implement Managed DirectX in Mono, and if
it is possible to share efforts between wine and mono?
I googled around a bit, but couldn't find anything substancial, except that
this was dis
Hi miguel,I already talked with Antonello, he told me what i wanted to know. It seems that he was out of the mailing list so i will post the revelevant parts of his mail for others that might look for the same thing in the future.
"Deveel.Pim is a good, fast and stable library based on a CSharpCCgr
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