Alexandre Julliard wrote:
I'm also hoping we can make some progress on the x11drv factorisation
before the freeze, so that we don't need to change the interface too
much to add the quartz driver later on, we'll see how that goes.
Have you some specific ideas about what you want to do in that
No, 2.0+ has the D3DSI_TEXLD_PROJECT, 1.4 has _dw/_dz modifiers and
pre-1.4 has the fixed function D3DTTFF_PROJECTED flag.
Oh oops, its a ps_2.0 check, not a = :-) Anyway, I think that should go
into a different patch :-)
You do bring up another issue though... I think we should decide on
Hi,
In another thread Alexandre has mentioned to wait for game stuff to stabilize
before the 1.0 freeze. I think its time for another brainstorm of what
features are still missing which we want in 1.0. The DirectX Todo has a long
list but it tends to be useless to me. And I see that it can use
On 25/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
You do bring up another issue though... I think we should decide on
what the ARB backend is supposed to implement. Right now it's a bit of
a mess with some parts only supporting up to ps_1.3, other parts doing
ps_1.4, and some broken
Hi,
I'm actually working on DirectPlay implmentation, i'm first fixing a bit of
thing around dplayx, so that we can use native dpwsockx (the dplay service
provider) with builtin dplayx. After that i'm going to reimplement dpwsockx
from scratch using the info from Kai Blins work on the protocol.
I'm in touch with them now and am working through the list of issues.
- Dan
On 3/24/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
Yup. Going by the strings in their wined3d.dll.so, it's a relatively
recent version of wine as well.
It says wine-0.9.32. They seem to ship a native mfc40.dll and
On 3/25/07, H. Verbeet [EMAIL PROTECTED] wrote:
On 25/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
So which of the following things do we want for 1.0?
While nice to have, I don't think d3d10 or some of the more advanced
SM 3.0 features should block 1.0. You already know my opinion on
broken
Am Sonntag 25 März 2007 15:13 schrieb H. Verbeet:
On 25/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
So which of the following things do we want for 1.0?
While nice to have, I don't think d3d10 or some of the more advanced
SM 3.0 features should block 1.0.
Agreed. Those features won't be
Alexandre Julliard wrote:
And if we delay it a bit more maybe we can slip in Safedisc
support too...
Regarding which, does anyone have more up-to-date code and/or
information regarding Safedisc support, than what is currently
on the brand new Wine wiki page: http://wiki.winehq.org/SafeDisc ?
Alexandre wrote:
That's still the plan, yes. I'm mostly waiting for the games
support to stabilize; the other main areas, office apps and
installers, both seem in good enough shape at this point.
I suppose it depends on your definition of office apps.
Adobe Acrobat Pro and Quicken don't work
Actually, something else that affects quite a few games is support for
.ani cursors.
On Sun, Mar 25, 2007 at 07:39:01AM -0700, Dan Kegel wrote:
Alexandre wrote:
[removed list of many features wanted for 1.0]
Not that it matters, but it doesn't seem important to me what
features go into a 1.0 release. But something like a stable
branch could be something realy usefull for many
On Sun, Mar 25, 2007 at 05:31:03PM +0300, Timo Jyrinki wrote:
Alexandre Julliard wrote:
And if we delay it a bit more maybe we can slip in Safedisc
support too...
Regarding which, does anyone have more up-to-date code and/or
information regarding Safedisc support, than what is currently
On Sun, 2007-03-25 at 07:39 -0700, Dan Kegel wrote:
- Mono integration working for non-toy apps
So, when do we need to start including mono as a build/install
dependency for Wine in our packages? Or should we be doing that
already? It'd be nice to have it all working together by default.
On Sun, 2007-03-25 at 10:17 -0400, Tom Wickline wrote:
On 3/25/07, H. Verbeet [EMAIL PROTECTED] wrote:
On 25/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
So which of the following things do we want for 1.0?
While nice to have, I don't think d3d10 or some of the more advanced
SM 3.0
Am Sonntag 25 März 2007 18:17 schrieb Scott Ritchie:
On Sun, 2007-03-25 at 07:39 -0700, Dan Kegel wrote:
- Mono integration working for non-toy apps
So, when do we need to start including mono as a build/install
dependency for Wine in our packages? Or should we be doing that
already? It'd
Am Sonntag 25 März 2007 17:33 schrieb Phil Costin:
Also, just out of interest, would a working safedisc implementation provide
the necessary underpinnings to support the hexalock copy protection system?
(http://hexalock.co.il/)
I think the needed infrastructure is the same, but of course we
From: Stefan Dösinger [EMAIL PROTECTED]
To: Scott Ritchie [EMAIL PROTECTED]
CC: Tom Wickline [EMAIL PROTECTED], wine-devel@winehq.org
Subject: Re: Game road to 1.0
Date: Sun, 25 Mar 2007 18:43:06 +0200
Does anyone here know if the NVIDIA Windows drivers are still rigged
with regards to
Rolf Kalbermatter [EMAIL PROTECTED] writes:
While the current apporach certainly works fine as far as invoking the
DC specific functions without a lot of checking about the type of DC
that is involved and therefore has a straightforward interface in GDI32
I think the matching of the actual
On 3/25/07, Scott Ritchie [EMAIL PROTECTED] wrote:
On Sun, 2007-03-25 at 07:39 -0700, Dan Kegel wrote:
- Mono integration working for non-toy apps
So, when do we need to start including mono as a build/install
dependency for Wine in our packages?
Once it works better. Right now it's really
On Sun, 2007-03-25 at 18:43 +0200, Stefan Dösinger wrote:
Does anyone here know if the NVIDIA Windows drivers are still rigged
with regards to the various 3DMark suite of benchmarks? There was a
scandal a while back, and the company claimed to pull their special
hacks out, but then they
Dan Kegel [EMAIL PROTECTED] writes:
Alexandre wrote:
That's still the plan, yes. I'm mostly waiting for the games
support to stabilize; the other main areas, office apps and
installers, both seem in good enough shape at this point.
I suppose it depends on your definition of office apps.
Hi,
a few days ago I've received an email from Mikołaj Zalewski requesting an
account for Coverity !?
I know that in the past some of us dealt with Coverity already. I had a look at
the new website and apparently things changed with respect to creating (and
approving) new accounts. (Before
Hi,
Some other thread got into a sub-discussion of how to deal with driver issues.
I think it is a slightly bigger issue, so I start a seperate thread about it.
First of all, we will never get rid of driver bugs. Even if all bugs are fixed
in drivers there will be old driver versions around,
OpenGL: I don't really know of the windowed opengl state, and the wined3d
-
wgl move. Still planned?
OpenGL needs to get proper windowed opengl rendering support. The best route to
that seems to be by using opengl child windows. There's a patch for it but it
needs cleanups and then AJ
Essentially, they completely broke the rendering engine by hard-coding
assumptions about where the camera would be into the driver. Move the
camera slightly (such as in the developer version of 3D Mark), and
everything is a garbled mess.
OK, I take the optimizations back, I didn't know what
Stefan Dösinger wrote:
Am Sonntag 25 März 2007 17:33 schrieb Phil Costin:
Also, just out of interest, would a working safedisc implementation
provide the necessary underpinnings to support the hexalock copy
protection system? (http://hexalock.co.il/)
I think the needed infrastructure is the
Hello, Robert!
Tuesday, March 13, 2007, 16:35:49, you wrote:
RS Andrew O. Shadoura wrote:
MB_USEGLYPHCHARS Use glyph characters instead of control characters.
'control characters' in this context are _Unicode_ characters below U+0020.
dst is a pointer to WCHAR string - this means it is
Hello, Robert!
Tuesday, March 13, 2007, 16:35:49, you wrote:
RS Andrew O. Shadoura wrote:
MB_USEGLYPHCHARS Use glyph characters instead of control characters.
'control characters' in this context are _Unicode_ characters below U+0020.
dst is a pointer to WCHAR string - this means it is
On 3/25/07, Patrick Baggett [EMAIL PROTECTED] wrote:
There also was a problem with getting the number of processors. The old code
assumed always 1 processor. The new code uses POSIX interfaces, if
available, at compile time and correctly builds a bitmask of the active
processors.
It seems to
On 26/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
Another patch, hopefully I got the glsl part right this time.
dst_mask is redundant, but otherwise it looks fine to me.
On 26/03/07, Felix Nawothnig [EMAIL PROTECTED] wrote:
As discussed in IRC. Probably won't apply without the last patch but
doesn't depend on it.
I think I missed that discussion.
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