--- Aric Cyr <[EMAIL PROTECTED]> wrote:
> Tom Spear 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
--- Aric Cyr <[EMAIL PROTECTED]> wrote:
> 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
--- Aric Cyr <[EMAIL PROTECTED]> wrote:
> Raphael 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
> > > > 3
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> SetVertexShader & SetPixelShader should not change the shader's
> refcount. Verified on win2k, DirectX 9.0c.
>
> Changelog:
> - Don't change the shader's refcount in SetVertexShader & SetPixelShader
> > 26c6ae144c6f7e40f7a7c6e3059851819ecf
> di
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> SetVertexShader & SetPixelShader should not change the shader's
> refcount. Verified on win2k, DirectX 9.0c.
>
> Changelog:
> - Don't change the shader's refcount in SetVertexShader & SetPixelShader
> > 26c6ae144c6f7e40f7a7c6e3059851819ecf
> di
--- Andrei Barbu <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I've been playing with getting CIV4 to run on wine.
> http://appdb.winehq.org/appview.php?versionId=3632&iTestingId=125
>
> I'm left with just one issue.
Hi,
Have you been able to find a no-cd patch for CIV4?
>
> D3DX9_26.DLL is missing.
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > If wines WGL implementation is fully implemented then it may be a good idea
> > switching to wgl, a wgl implemenatation would also make debugging much
> > easier because wined3d can be run under windows to isolate problems.
> Wasn't there also th
--- 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, and it was a pretty big change, but not too difficult as WGL and G
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> > it should be RGB (as naming suppose) as majority of D3D formats
> > . But OpenGL usually prefer use of BGR, so initially i use transformed
> > formats. Note: we must add a check if cg support GL_RGB and/or GL_BGR
> > formats and modify t
The code was coppied from d3d8 so I asssumed it was correct, I'll go through
and recheck
everything.
Thanks,
Oliver.
--- Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
>
> > +typedef FLOAT D3DMATRIX44[4][4];
> > +typedef FLOAT D3DMATRIX43[4][3];
> > +typedef FLOAT D3DMATRIX34[4][4];
> > +typedef
--- Daniel <[EMAIL PROTECTED]> wrote:
> On Tue, Nov 22, 2005 at 02:05:07PM +0000, Oliver Stieber wrote:
> > >From ATI's documentation on pbuffers, but still about glx and X11
> > [...]
> > To use pbuffers, you need a custom version of "libGL.so.1.
--- Daniel <[EMAIL PROTECTED]> wrote:
> On Tue, Nov 22, 2005 at 08:55:05AM +0100, Raphael wrote:
> > > Daniel is putting a patch together, his card only supported glx 1.2 and
> > > glXChooseFBConfig required 1.3. There was some old code that works with
> > > 1.2
> > > that he's using.
> >
> > N
--- Raphael <[EMAIL PROTECTED]> wrote:
> On Monday 21 November 2005 12:30, Oliver Stieber wrote:
> > --- Raphael <[EMAIL PROTECTED]> wrote:
> > > On Sunday 20 November 2005 18:28, Daniel wrote:
> > > > Hi,
> > > >
> > > > to Oli
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> > Any idea what NVBF format is? Creating the texture anyway doesn't seem to
> > help so there are
> other
> > things stopping Battlefiel 2 from starting.
> >
> > Oliver.
> >From what I understand from FourCC it's probably a format specific to
> Batt
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> On 11/20/05, Oliver Stieber <[EMAIL PROTECTED]> wrote:
> > > This one could get rough. Microsoft Games. The intro is a WMV (Wine skips
> > > it
> > > completely), the music hangs (filed bug 3853),
--- Raphael <[EMAIL PROTECTED]> wrote:
> On Sunday 20 November 2005 18:28, Daniel wrote:
> > Hi,
> >
> > to Oliver Stiebel and anyone else interested:
> > I reported about a bug in wine 20050930 in October. Then Oliver suggested
> > he might write a little test application for this bug. Well, the
--- Willie Sippel <[EMAIL PROTECTED]> wrote:
> Am Sonntag, 20. November 2005 18:35 schrieb Oliver Stieber:
> > --- Willie Sippel <[EMAIL PROTECTED]> wrote:
> > > Out from Boneville, Telltale Games
> > > Shows a black screen as soon as it enters D3D mode -
--- Jonathan Ernst <[EMAIL PROTECTED]> wrote:
> Le dimanche 20 novembre 2005 à 18:57 +0100, [EMAIL PROTECTED] a écrit :
> > On Sun, 20 Nov 2005 18:33:53 +0100, Oliver Stieber
> > <[EMAIL PROTECTED]> wrote:
> >
> > > I've just tried at it app
> This one could get rough. Microsoft Games. The intro is a WMV (Wine skips it
> completely), the music hangs (filed bug 3853), a trace shows lots of
> unrecognized D3DFORMATs (1347371332 and 943800644) and stuff... But at least
> it installs and starts, whereas Cedega 5.0 just crashes (install
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sun, Nov 20, 2005 at 07:06:29PM +0100, seorge wrote:
> > Yes, it's kill MBR when run it as a regular user.
>
> Can you paste the result of 'ls -l /dev/hda*' and also the result of 'groups'
> in a mail ?
brw-rw 1 root disk 3, 0 Nov 20 17:02
--- Willie Sippel <[EMAIL PROTECTED]> wrote:
> Am Sonntag, 20. November 2005 17:50 schrieb Oliver Stieber:
> > Hi,
> >
> > I've updated the directX 8 wrapper with a load more bug fixes notably Max
> > payne 2 now works correctly. For anyone who's i
> On Sun, Nov 20, 2005 at 05:30:39PM +0100, seorge wrote:
> > Hi,
> >
> > Since I'm not a developerr and therefore can't take part in any discussion
> > here may I ask you to discuss the bug I reported, because Dustin Navea
> > asked
> > me to join this list. Or if nobody really need m
Hi,
I've updated the directX 8 wrapper with a load more bug fixes notably Max
payne 2 now works
correctly. For anyone who's interested the update patch is avaialble here:
https://sourceforge.net/project/shownotes.php?release_id=371929&group_id=134206
Thanks,
Oliver
___
Hi,
I've got a patch that displays timings between debug messages with
TRACE+interval enabled that
I'm using for some profiling and thought someone else may be interested.
The patch is against dlls/ntdll .
Oliver.
_
Hi,
Sound seems to have slowed down to a crawl and is much more out of
sync/time than it used to
be a month or so ago in some of the demos I've been using for testing, e.g. the
breakpoint invite
2004,
http://www.scene.org/file.php?file=/demos/groups/farb-rausch/bp04invi.zip&fileinfo
Oliver
Hi,
Just a quick question about adding MDI/sub window support to DirectX, is
it ok to just get
the
DC of the window and then blit a dib over it or is there a faster/better way?
What are we doing
about drawing window borders?
Oliver.
___
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I've updated my fglrx driver yesterday, and I am seeing some weird problems
> with Direct3D. I don't know if this is a driver bug or regression at all.
>
> With battlefield 1942 and the old d3d8 engine, some in-game textures are
> wh
Hi,
I've been trying to do some graphical debugging with ddd but the dwarf2
keeps crashing with...
wine-pthread: dwarf.c:1298: dwarf2_parse_udt_members: Assertion `((void *)0) !=
entry' failed.
wine: Assertion failed at address 0xe410 (thread 0009), starting debugger...
WineDbg starting o
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> Hi all,
>
> AoE2 was rendering to a 8 bit off-screen DSurface using GetDC / ReleaseDC
> and that without having attached a palette to it... Our DIB engine did not
> like this at all which made all fonts come out black.
>
> The attached patch ('hack'
--- Peter Berg Larsen <[EMAIL PROTECTED]> wrote:
>
> On Mon, 7 Nov 2005, Oliver Stieber wrote:
>
> >> Except for the fuzzyness (which is not there running windows) I
> >> cannot see eny difference.
>
> > Can you send me a screen shot.
>
>
--- Peter Berg Larsen <[EMAIL PROTECTED]> wrote:
>
> On Mon, 7 Nov 2005, Oliver Stieber wrote:
>
> > I would be greatfull if anyone with DirectX 8 games or applications that
> > currently work or
> they
> > would like to get working could test the patch
--- Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
>
> > I would be greatfull if anyone with DirectX 8 games or applications that
> > currently work or
> they
> > would like to get working could test the patch and report back any errors
> > they come across.
> >
> Before patch:
> Warcraft 3 not p
--- Oliver Stieber <[EMAIL PROTECTED]> wrote:
The if (coordIdx > 15) warning is incorrect as generated coordinates can have
coordIdx > s that
are much higher, this can be verified by running the fr-025-final2 demo
(http://www.scene.org/file.php?file=/demos/groups/farb-rausch/fr-02
Hi,
I've put together a Direct3D 8 wrapper for wined3d which should hopefully
replace the current
Direct3D 8 code. The patch needs a little bit of tidying, some work of vertex
declarations and a
hell of a lot of testing before it can go into Wine.
So far I've tested Rail Road Tycoon 3, C
--- Raphael <[EMAIL PROTECTED]> wrote:
> Hi,
>
> > > > Changelog:
> > > > - defined D3DCOLOR_B macros to access byte values of D3DCOLOR
> > > > - use D3DCOLOR macros instead of using shift + masks
> > > > - fix a bug where diffuse.lpData checked instead of specular.lpData
> > > > - imple
--- Oliver Stieber <[EMAIL PROTECTED]> wrote:
>
> --- Raphael <[EMAIL PROTECTED]> wrote:
>
> > Hi,
> >
> > Changelog:
> > - defined D3DCOLOR_B macros to access byte values of D3DCOLOR
> > - use D3DCOLOR macros instead of using shift + m
--- Raphael <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Changelog:
> - defined D3DCOLOR_B macros to access byte values of D3DCOLOR
> - use D3DCOLOR macros instead of using shift + masks
> - fix a bug where diffuse.lpData checked instead of specular.lpData
> - implement color fixup on ARB VShade
--- Christoph Frick <[EMAIL PROTECTED]> wrote:
> hiho,
>
> i encountered the following problem with Live For Speed [1]: once i
> setup my car and choose a color for it red and blue are swaped. also i
> got a FIXME there from: dlls/d3d8/vshaderdeclaration.c:675 (the case for
> D3DVSDT_D3DCOLOR).
--- Oliver Stieber <[EMAIL PROTECTED]> wrote:
> Date: Mon, 31 Oct 2005 15:00:43 + (GMT)
> From: Oliver Stieber <[EMAIL PROTECTED]>
> Subject: Re: Half-Life 2 / Counter-Strike: Source under Wine
> To: James Liggett <[EMAIL PROTECTED]>
>
>
> ---
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> I think I got the DrawIndexedPrimitiveVB going now(my tracing suggests this),
> and now I've hit ProcessVertices(). As someone mentioned allready, this is a
> complex call, and it isn't implemented in DX7, DX8 or WineD3D.
>
> This call
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> > One other Question: How slow is DrawStridedSlow? WineD3D uses it because of
> > the diffuse ans specular colors. Currently I get only one useable vertex
> > into
> > DrawIndexedPrimitiveVB from ProcessVertices, the other 5 to draw have their
> > va
--- Davin McCall <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I'm trying to sort out sound problems with StarCraft and have made some
> progress by hacking
> around with the "dlls/dsound/mixer.c" file. I'm new to Wine hacking however,
> and there's some
> things in the code which I don't understand (a
> > I've started some work on D3DRENDERSTATE_ZVISIBLE and
> > D3DRENDERSTATE_VERTEXBLEND,
> > D3DRENDERSTATE_VERTEXBLEND is the only one that is commonly used by
> > applications.
>
> Oliver,
>
> Do you mean you started working also on the DDraw (i.e. D3D1 => 7) code ? If
> yes, could you tell
--- Christian Gmeiner <[EMAIL PROTECTED]> wrote:
> Hi all..
>
> can somebody give me a light on the directx stuff in wine? Maybe i am
> wrong, but
> isn't it true that in each version are very similar renderstates..
>
> I want to fix some err: now...
> err:ddraw:set_render_state Unhandled dwRe
Hi,
--- Roderick Colenbrander <[EMAIL PROTECTED]> wrote:
> Hi all,
>
> Today I have been doing some experiments with halflife2 and the game works
> (atleast if launched through steam in my case) but there are some issues
> which I tried to address.
>
> The game uses the D3D9 Query mechanism (Cre
--- Peter Beutner <[EMAIL PROTECTED]> wrote:
> Hi
> I've been trying to get an older game(Heart Of Darkness) to work with wine.
> Appearently the game uses some kind of copy-protection(securom i suppose)
> which let wine
> abort with the following error: "Trace/breakpoint trap".
> After some deb
--- Dan Kegel <[EMAIL PROTECTED]> wrote:
> Lionel Ulmer wrote:
> > On Tue, Oct 18, 2005 at 12:08:04AM -0700, Dan Kegel wrote:
> >
> >>I'm tempted to say skip the workaround, at least for
> >>the first pass, and just implement the real fix using
> >>the opengl extension. As Sippel said, people w
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Tue, Oct 18, 2005 at 12:08:04AM -0700, Dan Kegel wrote:
> > I'm tempted to say skip the workaround, at least for
> > the first pass, and just implement the real fix using
> > the opengl extension. As Sippel said, people who
> > use apps like Light
--- Christoph Frick <[EMAIL PROTECTED]> wrote:
> hi list,
>
> as the game Live For Speed refuses to work for me with the 20050930
> since i have installed the new nvidia drivers 7something I did lots of
> comparing between 20050830 and 20050930 and found that the
> swtich-statement for IWineD3DD
ver.
> With the OF_EXIST flag:
>
> if OpenFile returns HFILE_ERROR , the installers fails
>
> if OpenFile returns FALSE, the installers works very well like on
> windows.
>
> Maxime
>
> On Mon, 2005-10-17 at 15:20 +0100, Oliver Stieber wrote:
> &
are you using and does the test pass?
Dmitry has run the test on XP SP1 and it fails with:
file.c:1413: Test failed: hFile != FALSE : -1
-1 is HFILE_ERROR and FALSE is 0.
Oliver.
> Maxime
>
>
> On Mon, 2005-10-17 at 15:20 +0100, Oliver Stieber wrote:
> > --- Dmitry
--- Dmitry Timoshkov <[EMAIL PROTECTED]> wrote:
> "Oliver Stieber" <[EMAIL PROTECTED]> wrote:
>
> > > file.c:1413: Test failed: hFile != FALSE : -1
> >
> > -1 is HFILE_ERROR and FALSE is 0 (defined in windef.h), is this running
> > th
--- Dmitry Timoshkov <[EMAIL PROTECTED]> wrote:
> "Dmitry Timoshkov" <[EMAIL PROTECTED]> wrote:
>
> > >This patch corrects the test for OpenFile with a style of OF_EXIST.
> > > The test should fail
> if the
> > > function returns anything other than HFILE_ERROR as a failure. This is
> > >
--- Dmitry Timoshkov <[EMAIL PROTECTED]> wrote:
> "Oliver Stieber" <[EMAIL PROTECTED]> wrote:
>
> >This patch corrects the test for OpenFile with a style of OF_EXIST. The
> > test should fail if
> the
> > function returns anything other tha
Hi, I've been trying to locate an odd bug in the game Perimeter.
The crash happens when execution changes to x41 bytes into the ProcessHeap
structure, so I assume
that there's some stack corruption.
The last bit of the log looks like this: (with relay exclude of
ntdll.*;kernel32.*;gdi32.*)
000
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Vertex buffers hold arrays of vertex (and possibly other) data, the stride
> > is the size of the vertex + data stucture in bytes.
> Thanks for the explanation :)
>
> Do you know any useable API documentation for Direct3D7? I can't find
> anyt
--- Fabian Bieler <[EMAIL PROTECTED]> wrote:
> On Sunday 16 October 2005 17:22, Oliver Stieber wrote:
> > ATI and NVidia both have extensions to X that return the total video memory
> > on the card, other options include using code from the DRI project, and
> > I
Hi,
This patch
http://www.winehq.org/pipermail/wine-patches/2005-October/021218.html causes
regression
in 'No One Lives Forever Demo'
Method to reproduce:
Download 'No One Lives Forever Mega Mix Demo - Version 1.002' from
http://www.noonelivesforever.com/downloads/
(ftp://ftp.lith.com/pub/no
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> > I think the best thing to do is to create another function in
> > wined3d/device.c DrawIndexedPrimitiveVB that is based on
> > DrawIndexedPrimitiveUP but either takes a IWineD3DVertexBuffer or has the
> > caller use SetVertexBuffer and t
Hi,
> >
> > > Another thing:
> > > Would it be better to determine the amount of videoRam when installing
> > wine
> > > and storing it in the registry or checking at runtime when
> > > GetAvailableTextureMem is called?
> > I'd suggest to determine it in IWineD3D::CreateDevice and store it in the
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 08:13:24PM +0100, Oliver Stieber wrote:
> > We could do that, or we could signal the other thread an tell it to release
> > the context which
> > should cut down on the context switching, I
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > To have this method work properly, one would have to somehow make
> > 'glXMakeCurrent(NULL)' run in the context of thread A before doing what you
> > did.
>
> [1] Screen shots are allways cool - www.doesi.gmxhome.de/ee-shot.png
You should be a
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 07:30:34PM +0100, Oliver Stieber wrote:
> > Add the OpenGL context to the device structure.
> > Make a per-device critical section.
> > Whenever a call is made enter the critical section
> > T
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Wined3d isn't thread safe yet. Threading will cause lots of problems
> > because when you call MakeActive with the OpenGL context it only makes the
> > context active on the current thread so when you switch threads you may be
> > using a differe
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 04:58:00PM +0200, Stefan Dösinger wrote:
> > Hello,
> > Just one question about thread safety: The openGL crash I am struggling
> > with
> > seems related to threading:
>
> A, you fell again in the (in)famous multi-threa
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> Just one question about thread safety: The openGL crash I am struggling with
> seems related to threading:
> ---Crash in fglrx---
>
> The nvidia OpenGL implementation crashes in IWineD3DDeviceImpl_Clear, the
> fglrx implementation on th
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> I have come across a D3D7 call where I need some help with:
> IDirect3DDevice::DrawIndexedPrimitiveVB. The prototype is
> DrawIndexedPrimitiveVB(LPDIRECT3DDEVICE7 iface,
>D3DPRIMITIVETYP
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> I've got some real rending working with d3d7 and wined3d: The Empire Earth
> intro movie is playing. Well, it's only a 2D bitblt thing, but anyway.
>
Great, keep up the good work..
> It's terribly slow on my ATI radeon M9, some GL call
--- Daniel <[EMAIL PROTECTED]> wrote:
> Hi,
>
> some combination of wine and my system seems to be triggering a strange
> bug:
> Every program that uses OpenGL or D3D crashes upon trying to initialize
> the graphics. Attached is a sample log of trying to run Starsiege
> Tribes. The other attachm
--- Daniel <[EMAIL PROTECTED]> wrote:
> Is there anyone that actually receives my mails?
>
Which emails, the last two emails I recieved from you were:
Debian packages and [daniel: OpenGL bug in 20050930]
Oliver.
> confused,
> Daniel
>
>
>
___
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> > This should be managed by reference counting wherever possible, if ddraw
> > holds a reference to the surface then it won't be released when the device
> > is released.
> I tried to do this, but I ran into problems:
> I have a DirectDraw
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Tue, Oct 11, 2005 at 10:24:58PM +0200, Stefan Dösinger wrote:
> > WineD3D can't create a device without a Window. For DirectDraw and D3D7
> > running without a Window is valid, at least to a certain extent. The D3D
> > light test does so, and som
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> I am trying again to Implement Direct3D 7 using WineD3D, and I've made some
> progress. The D3D7 Device implementation seems to initialize correctly, with
> the correct surfaces.
> My solution looks like this:
>
> * DirectDraw is u
--- Mark Hatsell <[EMAIL PROTECTED]> wrote:
> "Oliver Stieber" <[EMAIL PROTECTED]> wrote in message
> news:[EMAIL PROTECTED]
> >
> > I believe all top level windows should have a valid visual ID.
> My application is an MDI application and the Direc
--- Karsten Elfenbein <[EMAIL PROTECTED]> wrote:
> I have a game (Eve Online) that fails while detecting the direct modes.
> http://bugs.winehq.org/show_bug.cgi?id=3157
>
> > I have located the source of the error in device.c
> > which seems to be something to do with it not having a
> > valid X1
--- Mark Hatsell <[EMAIL PROTECTED]> wrote:
> Hello
>
> I am trying to get an application I have written
> working under Wine. My application uses Direct3D v.9
> which is causing a problem. I am using the latest CVS
> version of Wine under Mandriva Linux 10.2.
I believe all top level windows sh
--- Kevin DeKorte <[EMAIL PROTECTED]> wrote:
> On Monday 26 September 2005 06:50 pm, Kevin DeKorte wrote:
> > On Monday 26 September 2005 05:43 pm, Troy Rollo wrote:
> > > On Tue, 27 Sep 2005 08:53, Kevin DeKorte wrote:
> > > > Here is a patch that fixes the "Call from 0x4154ba5c to unimplemented
--- Troy Rollo <[EMAIL PROTECTED]> wrote:
> On Tue, 27 Sep 2005 10:50, Kevin DeKorte wrote:
> > On Monday 26 September 2005 05:43 pm, Troy Rollo wrote:
>
> > > Does it work if you just delete usp10.dll.so from your
> > > /usr/local/lib/wine (or equivalent) directory?
> >
> > Yes
>
I've found t
--- Phil Krylov <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I can't build current CVS version of Wine:
>
> ../../tools/winegcc/winegcc -B../../tools/winebuild -shared ./kernel32.spec
> comm.drv.spec.o krnl386.exe.spec.o stress.spec.o system.drv.spec.o
> toolhelp.spec.o win87em.spec.o windebug.spec.o a
--- Detlef Riekenberg <[EMAIL PROTECTED]> wrote:
> Hi Mike
>
> > This patch is written for MSI, but could be adapted to other code. It
> > keeps a linked list of allocated memory and removes free'd memory from
> > the list.
>
> Nice Hint.
> I will reuse that, while working on the Printing su
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
>
> * Not a problem, but a suggestion: Does it make sense to have DirectDraw
> using
> WineD3D? Without direct access to the video memory it's slow, and DGA has
> permission problems. Using WineD3D here might make surfaces less trouble, and
> it
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> > It's almost ready for DirectX 8 but there quite a bit of work intergrating
> > things with ddraw surfaces before DirectX 7 can be moved over.
> I decided to give it a try without thinking for a long time, and I've made
> little progress
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
>
> > I'm just about to put it into wined3d, I can have a look at backporting it
> > to d3d7 but the idea is to get d3d7 using wined3d at some point.
> That would be certainly interesting. Is wined3d ready for this yet? It would
> make muc
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
>
> > You need to turn on backbuffers / backingstore in your xf86config and those
> > two functions were reasonable fast (so long as you don't play mess around
> > with the transfer modes) older driver (can't renember which version)
> Does
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> > Oh yeah, another question-- are we making provision for 'special
> > circumstances'? I've got an ATI card, which makes me sensitive to such
> > things, since the ATI drivers fail to do many things that they should,
> > and often addition
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hi,
> > Yeah, I suspected that the problem was in the 'force destroy' code. Could
> > you change your test script to get the reference count of the 'complex'
> > object before release of the DDraw object and after ? Could you do the same
> > for th
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hi,
> I think I've found the cause of the Empire Earth crash. This is not a
> reference counting problem at all, Empire Earth releases the DirectDraw and
> Surface objects on purpose. This is what happens:
>
> 1) EE creates a DDraw object
> 2) I
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hi,
> I've sent the following patch to wine-patches approximatly 2 weeks ago, and
> it
> wasn't applied nor any suggestions for improvement where given. As suggested
> by some people in another thread, I send it to wine-devel to ask for help.
>
--- Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
>
> >I'll make an ole log and compair it to the one you posted on the bug page,
> >hopefully that
> should
> >identify the problems your having..
> >
> >
> Okay...I can update the log after Marcus' patch if that will help. I
> also see other ole-r
--- Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
>
> > Hi Ivan,
> >
> > I had a look through the logs, but I couldn't see anything too
> > suspicious. I have Battlefield 2 here, but I don't have enough disk
> > space to make it far enough into the installer to see the error.
> > Hopefully it is j
--- Christoph Frick <[EMAIL PROTECTED]> wrote:
> hi gents.
>
> The attached patch sets the version for directx to 9C (instead of 9B).
> The rF\ Config.exe from the game rFactor (www.rfactor.net) needs this to
> work. After that change i was able to successfully run the config and
> configure the
--- Steven Edwards <[EMAIL PROTECTED]> wrote:
> Hello,
>
> On 9/6/05, Francois Gouget <[EMAIL PROTECTED]> wrote:
> > I'll grant you that we could possibly setup a TinderBox type of system
> > but I feel that would be very overkill right now and even TinderBox can
> > only detect problems after p
I though it was about time I gave a status update on DirectX9/wined3d, so here
goes.
Short of a couple of bug fixes (one to shaders, and another that causes
some games to crash)
and a couple of patches that need resending (support for non-power2 textures in
warhammer 40k)
wined3d and d3d9 i
--- Karsten Elfenbein <[EMAIL PROTECTED]> wrote:
That looks fine, thanks.
> Added A2R10G10B10 and D3DFMT_D24FS8 modes to all other functions.
>
> Karsten
>
> > -Ursprüngliche Nachricht-
> > Von: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROT
--- Karsten Elfenbein <[EMAIL PROTECTED]> wrote:
Can you put together a patch to add A2R10G10B10 and D3DFMT_D24FS8 to utils.c
as well please.
D3DFmt2GLIntFmt needs to return GL_RGBA, D3DFmt2GLFmt needs to return GL_RGBA,
D3DFmt2GLType needs
to return GL_UNSIGNED_INT_2_10_10_10_REV, D3DFmtGetBp
--- Jesse Allen <[EMAIL PROTECTED]> wrote:
> On 8/28/05, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Hi,
> > Just found the old mail, the following might be interesting:
> >
> > > Thanks, I've got the game running how Battlefront looked. Fonts are
> > > messed up, and some rendering problems
--- Jesse Allen <[EMAIL PROTECTED]> wrote:
> On 8/28/05, Ann & Jason Edmeades <[EMAIL PROTECTED]> wrote:
> > Out of interest, does reversing this patch fix the wc3 fonts - If I recall
> > correctly if was the glTranslate calls which originally made the wc3 fonts
> > look correct, and I noticed in
--- Gerald Pfeifer <[EMAIL PROTECTED]> wrote:
> The following patch to include/wine/wined3d_types.h
>
> triggers the following warning in IDirect3D8Impl_CreateDevice():
>
> directx.c:670: warning: assignment from incompatible pointer type
> directx.c:678: warning: assignment from incompati
--- Jesse Allen <[EMAIL PROTECTED]> wrote:
> On 8/22/05, Ivan Leo Puoti <[EMAIL PROTECTED]> wrote:
> > Hello list, here's a little update
> > Safedisc1 now successfully passes all anti debugger check, and recognises
> > the CD correctly.
> > It then attempts to start the game, but this doesn't w
--- Andreas Schneider <[EMAIL PROTECTED]> wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Hi,
>
> fr-25 doesn't display only a white bar in the middle. You can see the "demo"
> on
> the top, where normally a black bar is. And in the middle you se some colored
> vertical stripes.
>
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