Francois Gouget wrote:
On Fri, 3 Feb 2006, Brian Hill wrote:
Ok, after working on the winecfg program for a bit, this is what I
have :
http://img434.imageshack.us/my.php?image=winecfg17nf.png
Would it make sense to have a separate tab for DirectX?
A new tab is a possibility however
Attached is a patch file of the changes I have made to wined3d and it's
config options.
Summary of the changes :
* Cleaned up graphics tab on winecfg to make room for more DirectX
related options. In an ideal world, options would be automagically
detected but due to the amount of
What operating system are you using? What version of it and what distro
(if applicable)?
Segin wrote:
I have noticed that there is a potential bug in Wine, because
complimation for all version since the last date-versioned alpha
release (didn;'t try anything older than 20050930) fail to
games will automatically
scale back texture useage when memory runs out, even if it runs out
earlier than it should. Others will throw an exception and stop.
* Will fix the defaults and terminology.
Vitaliy Margolen wrote:
Saturday, February 4, 2006, 3:33:50 PM, Brian Hill wrote:
Attached
GL_ext_blend_func_separate was something else I was working on for EVE
Online. I branched off two CVS directories on my hard drive and that
accidentally got copied over.
H. Verbeet wrote:
On 04/02/06, Brian Hill [EMAIL PROTECTED] wrote:
I'd appreciate if people could test this patch
It's possible to do a rough auto-detect.
General rule of thumb :
ARB_FRAGMENT_PROGRAM = ~1.4
ARB_SHADER_LANGUAGE_100/GLSL = = 2.0
This does not, however, take into account vendor specific shader extensions.
H. Verbeet wrote:
On 04/02/06, Vitaliy Margolen [EMAIL PROTECTED] wrote:
+
Ok, after working on the winecfg program for a bit, this is what I have :
http://img434.imageshack.us/my.php?image=winecfg17nf.png
I removed the paragraphs from the window as they took up a considerable
amount of space. Perhaps it would be best to document the functions as
stated earlier
It would be nice to have all options automagically detected but in my
experience with that commercial wine variant, that simply isn't
possible. Games are a complex beast. Let's say a game makes use of
Shader Model 2.0. And we are using a future version of wined3d that
supports 2.0. But
The top part isn't my work but that might not be a bad idea. I simply
offloaded some of the options at the bottom and plan on putting them in
a separate window along with other potential options.
Rolf Kalbermatter wrote:
Brain Hill wrote:
This is what I have so far :
now, it reports a default of 64mb. I'd like to add a box that allows
the user to override the amount of memory reported and a way to have it
automatically detected.
Thanks,
Brian Hill
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