Ivan Gyurdiev ivg231 at gmail.com writes:
that's because Jason seems to have introduced order requirements on the
table that weren't previously there. The mnxn implementation will
attempt to access the table as an array, which will break once MOVA is
moved before DP3:
glsl_shader.c:
Raphael fenix at club-internet.fr writes:
This would solve the issues. I was also thinking about layering WineD3D on
top of WGL also for the sake of portability and it will allow us to use
WineD3D on Windows for testing purposes. It would be usefull if our opengl
can atleast handle
Stefan Dösinger stefan at codeweavers.com writes:
Can you test the patch on some d3d8 and d3d9 games? I tested it on warcraft 3
and half-life 2 and didn't see any difference. Can you report negative and
positive changes?
I'll give Age of Mythology a try if I get some time... (been so busy
Jason Green jave27 at gmail.com writes:
On 5/4/06, Raphael fenix at club-internet.fr wrote:
Also, I'm not sure of the ramifications of using both GLSL shaders and
ARB_vertex_program shaders at the same time... Haven't got that far
yet, but it's a good question to look into.
You can't use
and this is not being processes properly.
I think the problem is with drawprim.c:drawStridedSlow() but I haven't
been able to figure out exactly where yet. If anyone has any ideas
(or patches!) I'd be glad to help debug.
Regards,
Aric
--
Aric Cyr Aric.Cyr at gmail dot com(http://acyr.net)
your patch and the old d3d8 code I hope to whip something
together.
Regards,
Aric
--
Aric Cyr Aric.Cyr at gmail dot com(http://acyr.net)
into the FVF code more.
Regards,
Aric
--
Aric Cyr Aric.Cyr at gmail dot com(http://acyr.net)
Marcus Meissner meissner at suse.de writes:
On Fri, Mar 03, 2006 at 03:20:48PM +0100, Stefan Dösinger wrote:
Hello,
At the top of every fine there's are some Copyright year name lines,
listing the persons who have contributed to a file, and when. Are there any
specifc rules about
Stefan Dösinger stefandoesinger at gmx.at writes:
Hi,
I've brought my DirectDraw over WineD3D patch in a form where I want to show
it to the public for review. I've uploaded it to
http://stud4.tuwien.ac.at/~e0526822/ , where it is described in detail(below
the game list).
Sweet!
Raphael fenix at club-internet.fr writes:
But we must fix all the RGB v.s. BGR problems
I'll submit a patch for this when I get home. I verified it with Age of
Mythology and the latest CVS (well, from a few days ago). There are just a
couple of mistakes in d3d8/utils.c (whoops this file is
Stefan Dösinger stefandoesinger at gmx.at writes:
Hi. I've been dealing with a program that seems to be very slow at
Blitting images onto a D3D surface. Unfortunately, this is not my code
so I can't fix it. Would the above mentioned BltFast/CopyRect patches
deal with code that attempts
Stefan Dösinger stefandoesinger at gmx.at writes:
If you want a hand with OpenGL stuff some more Stefan, I'd be glad to help.
We could set up a time to chat/irc off-list or if you want I could see if
I can get your existing stuff to work (just send me the diffs).
I'll publish a patch in
The recent patch:
http://winehq.org/pipermail/wine-patches/2006-February/024656.html
can cause linker errors for the two symbols glStencilOpSeparate and
glStencilFuncSeparate. The reason being that these are only exported in OpenGL
2.0 compatible libraries, and in particular, are not present
Stefan Dösinger stefandoesinger at gmx.at writes:
I don't know much about GL drawing, but I noticed that GL clips primitive
parts that are outside the Z range. So if vertices that were processed into a
[0,5.] Z range are drawn into a [0,1.0] viewport leads to missing
vertices. I guess
Stefan Dösinger stefandoesinger at gmx.at writes:
Seems to me that the call to glOrtho should be replaced by a call to
glViewport(x,y,width,height) and glDepthRange(near,far). Since your
vertices are already in viewport coordinates, according to the comment in
the code, how does
H. Verbeet hverbeet at gmail.com writes:
On 13/02/06, Stefan Dösinger stefandoesinger at gmx.at wrote:
Hello,
I'm trying to change IWineD3DSurface::UnlockRect for rendertargets to avoid
glDrawPixels. Instead, I'd like to load the image from memory into an OpenGL
texture, and draw that
Vitaly Budovski vbudovsk at cs.rmit.edu.au writes:
Is there something wrong with the patches dated 20060201?
Could someone please point it out?
Thanks.
Not sure, they all look fine to me... you only submitted them a day ago, are you
sure they were rejected?
Regards,
Aric
Roderick Colenbrander thunderbird2k at gmx.net writes:
Is there a TODO or similar documentation on D3D8 9 for Wine? I don't
necessarily have much background in DirectX. Last time I used it was
when DirectX 3.0 was brand spanking new and was all the rave. I'm
willing to work, but don't
Christoph Frick frick at sc-networks.de writes:
hiho,
could someone enlighten me, what is wrong with that patch?
I don't know the real reason, but from looking at it I have the following
concerns. Have you tested the colour output from your patch? I'm guessing it
wouldn't output the
H. Verbeet hverbeet at gmail.com writes:
On 17/01/06, Robert Shearman rob at codeweavers.com wrote:
This should never be NULL as where did the application get the address
of the function from?
Well, The function could be called directly from inside wined3d, or
the application could store
Andreas Mohr andi at rhlx01.fht-esslingen.de writes:
On Tue, Jan 17, 2006 at 11:16:42AM +0100, Alexandre Julliard wrote:
Aric Cyr Aric.Cyr at gmail.com writes:
Ya, I thought about that after I sent my previous mail as well... an
assert would probably be more useful for checking
Tom Wickline twickline at gmail.com writes:
On 1/17/06, Tom Wickline twickline at gmail.com wrote:
Hello,
Please take with a large dose of salt.
http://wiki.winehq.org/BenchMark-0.9.5
Add more salt, I have the 3dmark2000 result browser installed and can
get scores from full screen
idea as well.
I agree, definitely a NULL check should be added for pParameters.
--
Aric Cyr Aric.Cyr at gmail dot com(http://acyr.net)
Al Tobey tobert at gmail.com writes:
Here is the new patch. I did some additional testing and couldn't
get the same app to fail on that function again. It still works with
this new patch, so I'm assuming for now that it's correct.Anyways,
thanks again.
Hi Al,
Almost got it this
Al Tobey tobert at gmail.com writes:
Ack, after thinking about it and talking with people on IRC, I think I
did the wrong thing. New patch attached that just copies the
parameters one-by-one to the passed-in struct. Both methods work,
though, so this probably needs to be tested on
Stefan Dösinger stefandoesinger at gmx.at writes:
The problem is that we are doing a lot of redundant work here. Oliver is
working in d3d8, I'm working on ddraw, and you are working on moving all of
them to wgl. At least your work on ddraw and d3d8 would be for nothing in the
long term,
Joseph Garvin k04jg02 at kzoo.edu writes:
I actually prefer forums because there's less of a barrier to get
started. I can continue working through my browser, and I don't have to
setup a message filter.
I don't have external mail or nntp access at work, so I just use
Stefan Dösinger stefandoesinger at gmx.at writes:
Hi,
Basically, I am in the debug phase, and at this point most bugs have been
ironed out. That is, for dx9 stuff. I soon ran into problems/regressions
with dx8 or lower (including ddraw!). So I ended up repeating the (almost)
exactly
regressions as possible when I finally submit my changes, so I went
ahead and did ddraw along with d3d8 and wined3d.
Regards,
Aric
--
Aric Cyr Aric.Cyr at gmail dot com(http://acyr.net)
Lionel Ulmer lionel.ulmer at free.fr writes:
On Thu, Jan 12, 2006 at 02:17:11AM +, Aric Cyr wrote:
Most of the problems I've come across were GLXContext related... namely due
to a
problem in wine's wgl which causes an app to think there is a current
context,
when infact
Hi all,
Just wanted to chime in with a status update on my porting of wined3d to WGL.
Basically, I am in the debug phase, and at this point most bugs have been ironed
out. That is, for dx9 stuff. I soon ran into problems/regressions with dx8 or
lower (including ddraw!). So I ended up
Louis. Lenders xerox_xerox2000 at yahoo.co.uk writes:
I had the same problem. Problem is they crash when
version is set to win2000. The default windows version
used to be win98 up to a few months ago, if you switch
back to win98, the bug you describe is absent. Louis
I believe I tried
Sergei Rozhkov sergei_rozhkov at mail.ru writes:
I think, I found a regression in msi (0.9.3 - 0.9.4).
When I launch Syberia's setup.exe there was 87:
fixme:ole:ITypeInfo_fnRelease destroy child objects,
displayed InstallShield Wizard with empty progress bar and stuck.
Than I tryed
I've been using some dx9 tutorial/demo apps that use the d3dx9.dll. I got this
dll off the net somewhere (d3dx9_27.dll to be exact). This is just a utility
library that has some helper functions for D3D apps, like font rendering etc.
Oliver has mentioned that he uses some of the same apps for
On 12/22/05, Raphael [EMAIL PROTECTED] wrote:
On Friday 16 December 2005 02:26, Aric Cyr wrote:
Raphael fenix at club-internet.fr writes:
On Thursday 15 December 2005 19:55, Jesse Allen wrote:
You really don't need to use glXQueryServerString() and
glXQueryClientString(). It would
Tom Spear speeddymon at gmail.com writes:
Louis also hard coded D3D_OK into wine in the right spot and managed to
get the program to go thru all benchmarks from 1-16, so wine is
mis-reporting something there.
If someone could take a look and propose a fix, it would be appreciated,
seems
Joerg Mayer jmayer at loplof.de writes:
On Wed, Dec 21, 2005 at 07:48:09AM +, Aric Cyr wrote:
Maybe I'll fire off an email to Turbolinux to see what they have to say,
although technically unless I purchase or receive their product I am not
directly entitled to the GPL/LGPL code from
Tom Spear speeddymon at gmail.com writes:
Aric Cyr wrote:
I took a look at the D3D_OK hack, and I believe the problem to be
CheckDeviceFormat in wined3d/directx.c. This function should return an
error if
D3DFMT_D32 is checked for on cards which don't support 32bit depth.
Currently
Oliver Stieber oliver_stieber at yahoo.co.uk writes:
Your right the mipmap level should only ever need to be set once, just after
the texture is
created. The problem is that this doesn't seem to work, at least with ATIs
drivers this demo
Troy Rollo wine at troy.rollo.name writes:
On Wed, 21 Dec 2005 09:24, Tom Wickline wrote:
Yes I have read the licence just re read it for that matter...
So why no patches from SpecOps?
It is not a requirement that patches be submitted - only that source code be
made available. Patches
Tom Wickline twickline at gmail.com writes:
On 12/20/05, Aric Cyr Aric.Cyr at gmail.com wrote:
It sounds like there is hardly an issue here (provided they do as they
say)...
move along, nothing to see here. :)
Your a trusting fellow I see.
You should look at this swamp land I
Tim Schmidt timschmidt at gmail.com writes:
The SpecOps folks have been contacted before, search the archives. As
for Transgaming, they use a pre-LGPL fork of the Wine code, parts of
which they've released under the Aladin Public License, parts under a
BSD-like license, parts have never been
Louis. Lenders xerox_xerox2000 at yahoo.co.uk writes:
Backtrace:
=1 0xb7eb77a0 (0xb7eb77a0)
2 0x7edc3794 IWineD3DImpl_FillGLCaps+0x68
[/LFS/winecvs/wine/dlls/wined3d/directx.c:234] in
wined3d (0x7edc3794)
Anone an idea why they crash?
What does the file
Dan Kegel dank at kegel.com writes:
I'm having trouble doing a cvs update from cvs.winehq.org
lately. The connection is made, but nothing happens,
even after a minute or so.
The European site seems healthier.
What's up?
--
Wine for Windows ISVs: http://kegel.com/wine/isv
I was
I just have a couple wined3d code questions/comments that I'd like to clear up
and possible submit patches if my understanding is correct. If I am
misunderstanding the code please correct me.
1) basetexture.c:BindTexture()
Just _before_ we call glBindTexture we call glTexParameteri and either
On 12/17/05, Lionel Ulmer [EMAIL PROTECTED] wrote:
On Wed, Dec 14, 2005 at 03:53:12AM +, Aric Cyr wrote:
So now I am stuck... if I use wglGetProcAddress for OpenGL extensions I get
crashes in most D3D9 applications. If I use glXGetProcAddress in wined3d
everything works fine
Roderick Colenbrander thunderbird2k at gmx.net writes:
Second the required 3d functionality is VERY limited. Basicly the
only
thing the videocard needs support is texturing which all cards do.
But that's obviously wrong - the video *driver* also needs to support
it.
And the
James Liggett jrliggett at cox.net writes:
Hi Aric,
If you see stack corruption like this, you might want to try compiling
with optimization turned off. put the -O0 (a capital letter O followed
by a zero) flag in your CFLAGS when you run configure. I had a similar
situation where gcc was
On 12/17/05, Segin [EMAIL PROTECTED] wrote:
Aric Cyr wrote:
James Liggett jrliggett at cox.net writes:
Hi Aric,
If you see stack corruption like this, you might want to try compiling
with optimization turned off. put the -O0 (a capital letter O followed
by a zero) flag in your CFLAGS
Raphael fenix at club-internet.fr writes:
On Thursday 15 December 2005 19:55, Jesse Allen wrote:
Hi,
It seems that the patch git-1399edb0925966a802a6a39835025c22c22c18e1.patch
found here
http://www.winehq.org/pipermail/wine-cvs/2005-December/019731.html causes
an opengl regression
Aric Cyr Aric.Cyr at gmail.com writes:
I debugged it more last night and I found the offending call. If I comment
out
just that one (probably unneeded from what I can tell) function everything
works
great.
Replying to myself again...
Okay so I think this whole problem might turn out
Raphael fenix at club-internet.fr writes:
On Tuesday 13 December 2005 09:28, Stefan Dösinger wrote:
Am Dienstag, 13. Dezember 2005 04:25 schrieb Aric Cyr:
What is slow with ATI cards? It seems that you should only need basic 3D
acceleration to do what you propose. Is fglrx missing
Raphael fenix at club-internet.fr writes:
On Wednesday 14 December 2005 04:53, Aric Cyr wrote:
1) should the thunks returned from wglGetProcAddress be causing crashes at
all? Note that they don't crash right away, but eventually usually during
a call to glDrawArrays it seems (after
Aric Cyr Aric.Cyr at gmail.com writes:
Raphael fenix at club-internet.fr writes:
On Wednesday 14 December 2005 04:53, Aric Cyr wrote:
1) should the thunks returned from wglGetProcAddress be causing crashes at
all? Note that they don't crash right away, but eventually usually
Hello all,
As I mentinoed in a recent post, I have almost completed the GLX-WGL
conversion. Last night I tracked down my last bug that was causing most of my
demo apps to fail.
It seems that the problem was the conversion from glXGetProcAddress to using
wglGetProcAddress. wined3d uses
Stefan Dösinger stefandoesinger at gmx.at writes:
least write access to /dev/mem, which is a HORRIBLE security risk. That's
were OpenGL comes into play: It is hardware accellerated, and doesn't
require /dev/mem access. But the drawback is, that it needs a 3D
accellerator, and a decent
Dan Kegel dank at kegel.com writes:
On 12/12/05, Andreas Mohr andi at rhlx01.fht-esslingen.de wrote:
http://kegel.com/wine/isv/
Some important missing keywords/topics: porting, MFC, Visual Basic,
Unix, win32, api, toolkit.
Those omissions alone would account for a 50% internet
First just a quick update on my work converting wined3d from using glx to using
wgl. I have some (i.e. one :( ) basic dx9 demos working, and am trying to iron
out a bug I can't track down easily since it is crashing in the GL library (in
glDrawArrays) and I don't get a backtrace. I know the spot
that opengl32.dll doesn't
get pulled into wined3d via IMPORTS.
It is not a big change anyways, since there are already glX function
pointers for some functions. I'll just change them all to their wgl
equivalents and add the standard functions as well.
--
Aric Cyr Aric.Cyr at gmail dot com(http
David D. Hagood david.hagood at aeroflex.com writes:
Does the Windows version of Mozilla need to be in place for the Mozilla
Active X control to work, or is there a way to point the control at my
Linux install of Mozilla?
Yup, you'll need to install a win32 version of mozilla. There
On 11/30/05, Tom Wickline [EMAIL PROTECTED] wrote:
On 11/30/05, Aric Cyr [EMAIL PROTECTED] wrote:
David D. Hagood david.hagood at aeroflex.com writes:
Does the Windows version of Mozilla need to be in place for the Mozilla
Active X control to work, or is there a way to point
Raphael fenix at club-internet.fr writes:
On Tuesday 29 November 2005 22:46, L. Lenders wrote:
Just for the info: after some digging i found a quick
hack to get rid of the error: comment line 208 in
dlls/x11drv/opengl.c:
//TEST_AND_ADD1(ppfd-dwFlags PFD_STEREO,
GLX_STEREO);
No,
Lionel Ulmer lionel.ulmer at free.fr writes:
Anyone have problems with me
submitting a patch which would move the relevant (i.e. not all) parts of
dlls/opengl32/wgl.h into include/wingdi.h?
Not from me. It simply that when I did the OpenGL work, 'winelib' was not
really a priority and
Raphael fenix at club-internet.fr writes:
On Sunday 27 November 2005 21:18, Andrei Barbu wrote:
D3DX9_26.DLL is missing. This is a D3D9 SDK release (they put one out
every month or so from what I've seen, with a new DLL that has the number
incremented). It's mostly like the original
As the subject says, all of the WGL functions that should be declared in
wingdi.h are currently only found in dlls/opengl32/wgl.h. I ran across this
recently while working on getting wined3d to use wgl instead of glx directly.
Currently I work around it by including wgl.h and adding makefile
On 11/25/05, Oliver Stieber [EMAIL PROTECTED] wrote:
--- Aric Cyr [EMAIL PROTECTED] wrote:
Hi all,
A while back I had started to work on, and mostly completed, converting
wined3d
to using WGL instead of directly accessing glX functions. That was a few
months
ago
Oliver Stieber oliver_stieber at yahoo.co.uk writes:
I think the ChooseVisuial fallback if either, the client glx version is 1.3 or
glXChooseFBConfig
returns NULL is OK.
Falling back to glXChooseVisual() if glXChooseFBConfig() fails should be
sufficient. We probably should not depend on glx
Hi all,
A while back I had started to work on, and mostly completed, converting wined3d
to using WGL instead of directly accessing glX functions. That was a few months
ago, and it was a pretty big change, but not too difficult as WGL and GLX are
very similar.
However, my patch is now greatly
On 10/8/05, Jonathan Ernst [EMAIL PROTECTED] wrote:
Le samedi 08 octobre 2005 à 10:47 +0900, Aric Cyr a écrit :
This is a simple patch to add a registry setting for a user's video
RAM which is used
by wined3d. Currently emulated_videoram is hardcoded at 64MB, which
is not enough for some
for the majority of people
(including myself). It seems to reaffirm that the problem is indeed
the memory layout.
http://forums.gentoo.org/viewtopic-p-2509340.html#2509340
--
Aric Cyr acyr at alumni dot uwaterloo dot ca(http://acyr.net)
gpg fingerprint: 943A 1549 47AC D766 B7F8 D551 6703 7142 C282 D542
On Mon, May 09, 2005 at 09:29:06PM +0200, Raphael wrote:
On Monday 09 May 2005 11:09, Aric Cyr wrote:
Just a small patch to Raphael's recent CVS commit which added a much
better wglChoosePixelFormatARB() and friends. This patch fixes the
return values that an application will recieve when
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