Robert Shearman [EMAIL PROTECTED] writes:
ChangeLog:
Some systems don't define SYS_sigaction as they use realtime
signals. On these systems wine_sigaction shouldn't be needed as it is
there to work around bugs with missing sigaltstack support in glibc,
so make the usage of wine_sigaction
Does hardcoding the the coordinates to (0.0f, 0.0f)-(1.0f, 1.0f) make
any difference? Might be a quick way to rule out texture coordinates
as a cause.
I tried that, doesn't make any difference. I'll do some tests outside wine
with glDrawPixels, because I'm not really sure if it's really that
Hi,
If anyone has enough patience, please look into my wininet useragent patch.
It adds InternetSetOption and InternetQueryOption for
INTERNET_OPTION_USER_AGENT.
It is still not complete, it still has some bugs.
Please fix/improve the implementation and submit it to the wine-patches
I will not be
Le lundi 28 novembre 2005 à 09:14 +0100, Marcus Meissner a écrit :
Hi,
This patch is a rewrite of the imagelist handling
to not use a Nx1 grid, but a NxM grid with M definable
in the source (currently 4).
I have tested against winrar, file open and make check.
It is not completely
Jason Green [EMAIL PROTECTED] writes:
Changing that last parameter from YXBanded to Unsorted has completely
resolved my problem, and it doesn't seem to have broken anything else
that I've noticed (Firefox, Mozilla-suite, winefile all seem to run
just as well as before). However, I'm sure you
Damjan Jovanovic wrote:
Warhammer 40k: Dawn of War gives me very similar bugs.
I think that wine's ole / variant stuff needs a lot of
work.
Luckily, in the 6-12 months since the version the original poster was
using came out a lot of work has been done on the ole / variant stuff.
--
Rob
On Thursday 16 February 2006 13:18, Alexandre Julliard wrote:
Mike Frysinger [EMAIL PROTECTED] writes:
the first argument is where the link points to while the second argument
is where the link itself is stored
It doesn't point to anything, since we are not creating a symlink but
a hard
I have been looking at a problem that has arisen in recent versions,
particularly when using some D3D games, in which the virtual address space
above TASK_UNMAPPED_BASE becomes fragmented to the extent that eventually you
get an out of memory condition, even though you still have well over a
Friday, February 17, 2006, 8:57:06 PM, Troy Rollo wrote:
I have been looking at a problem that has arisen in recent versions,
particularly when using some D3D games, in which the virtual address space
above TASK_UNMAPPED_BASE becomes fragmented to the extent that eventually you
get an out of
On Saturday 18 February 2006 15:21, Vitaliy Margolen wrote:
more specific about what is the real problem here? From what I know this
patch is to fix WoW (Blizard's bad assumption about place where memory
will be allocated). And possible few other games (that make the same
exact assumption).
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