Re: Bug 3885

2005-12-22 Thread Oliver Stieber
--- 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

Re: [wined3d] Code questions

2005-12-20 Thread Oliver Stieber
--- 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

Re: Wine: DirectDraw over Direct3D

2005-12-14 Thread Oliver Stieber
--- 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

Re: WINED3D / D3D9: SetVertexShader & SetPixelShader should not change the shader's refcount

2005-12-13 Thread Oliver Stieber
--- "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

Re: WINED3D / D3D9: SetVertexShader & SetPixelShader should not change the shader's refcount

2005-12-13 Thread Oliver Stieber
--- "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

Re: D3DX9 SDK releases, DLL support (CIV4)

2005-11-28 Thread Oliver Stieber
--- 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.

Re: [wined3d] Converting Wined3d to use WGL instead of GLX

2005-11-26 Thread Oliver Stieber
--- 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

Re: [wined3d] Converting Wined3d to use WGL instead of GLX

2005-11-25 Thread Oliver Stieber
--- 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

Re: WINED3DFMT_R5G6B5 - is it RGB or BGR

2005-11-24 Thread Oliver Stieber
--- 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

Re: [wined3d] pixel shader cross compiler [3] resend

2005-11-22 Thread Oliver Stieber
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

Re: OpenGL bug in 0.9.1

2005-11-22 Thread Oliver Stieber
--- 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.

Re: OpenGL bug in 0.9.1

2005-11-22 Thread Oliver Stieber
--- 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

Re: OpenGL bug in 0.9.1

2005-11-21 Thread Oliver Stieber
--- 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

Re: DirectX 8 wrapper update

2005-11-21 Thread Oliver Stieber
--- "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

Re: DirectX 8 wrapper update

2005-11-21 Thread Oliver Stieber
--- "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),

Re: OpenGL bug in 0.9.1

2005-11-21 Thread Oliver Stieber
--- 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

Re: DirectX 8 wrapper update

2005-11-20 Thread Oliver Stieber
--- 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 -

Re: Fwd: Re: Fwd: MBR was destroyed

2005-11-20 Thread Oliver Stieber
--- 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

Re: DirectX 8 wrapper update

2005-11-20 Thread Oliver Stieber
> 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

Re: Fwd: Re: Fwd: MBR was destroyed

2005-11-20 Thread Oliver Stieber
--- 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

Re: DirectX 8 wrapper update

2005-11-20 Thread Oliver Stieber
--- 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

Fwd: Re: Fwd: MBR was destroyed

2005-11-20 Thread Oliver Stieber
> 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

DirectX 8 wrapper update

2005-11-20 Thread 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 interested the update patch is avaialble here: https://sourceforge.net/project/shownotes.php?release_id=371929&group_id=134206 Thanks, Oliver ___

displaying 'interval' timings in debug info

2005-11-19 Thread Oliver Stieber
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. _

Very slow dsound.

2005-11-17 Thread Oliver Stieber
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

Fwd: MDI/sub window support in DirectX

2005-11-14 Thread Oliver Stieber
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. ___

Re: New ati driver problems

2005-11-14 Thread Oliver Stieber
--- 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

problems with dwarf2

2005-11-13 Thread Oliver Stieber
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

Re: [DDraw] Fix AoE2 font rendering (in most cases)

2005-11-13 Thread Oliver Stieber
--- 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'

Re: DirectX 8 wrapper for wined3d

2005-11-06 Thread Oliver Stieber
--- 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. > >

Re: DirectX 8 wrapper for wined3d

2005-11-06 Thread Oliver Stieber
--- 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

Re: DirectX 8 wrapper for wined3d

2005-11-06 Thread Oliver Stieber
--- 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

[wined3d] prevent outof range lookup in DrawStridedSlow - 2

2005-11-06 Thread Oliver Stieber
--- 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

DirectX 8 wrapper for wined3d

2005-11-06 Thread Oliver Stieber
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

Re: [wined3d] D3DCOLOR fixup begin

2005-11-04 Thread Oliver Stieber
--- 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

Re: [wined3d] D3DCOLOR fixup begin

2005-11-03 Thread Oliver Stieber
--- 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

Re: [wined3d] D3DCOLOR fixup begin

2005-11-03 Thread Oliver Stieber
--- 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

Re: [d3d8] FillVertexShaderInputARBHW wrong color order for D3DCOLOR?

2005-11-02 Thread Oliver Stieber
--- 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).

Fwd: Re: Half-Life 2 / Counter-Strike: Source under Wine

2005-10-31 Thread Oliver Stieber
--- 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]> > > > ---

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-29 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-29 Thread Oliver Stieber
--- "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

Re: DirectSound problems - dlls/dsound/mixer.c

2005-10-28 Thread Oliver Stieber
--- 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

Re: directx 7/8/9

2005-10-28 Thread Oliver Stieber
> > 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

Re: directx 7/8/9

2005-10-27 Thread Oliver Stieber
--- 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

Re: DirectX9 and Halflife2

2005-10-24 Thread Oliver Stieber
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

Re: wine ptrace trouble

2005-10-23 Thread Oliver Stieber
--- 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

Re: bug 2398: OpenGL, child windows, and wine

2005-10-18 Thread Oliver Stieber
--- 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

Re: bug 2398: OpenGL, child windows, and wine

2005-10-18 Thread Oliver Stieber
--- 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

Re: dlls/wined3d/device.c: IWineD3DDeviceImpl_CreateQuery lost detection of unimplemented query type

2005-10-18 Thread Oliver Stieber
--- 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

Fwd: Re: [kernel] correct OpenFile test

2005-10-17 Thread Oliver Stieber
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: > &

Re: [kernel] correct OpenFile test

2005-10-17 Thread Oliver Stieber
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

Re: [kernel] correct OpenFile test

2005-10-17 Thread Oliver Stieber
--- 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

Re: [kernel] correct OpenFile test

2005-10-17 Thread Oliver Stieber
--- 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 > > >

Re: [kernel] correct OpenFile test

2005-10-17 Thread Oliver Stieber
--- 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

Help debugging a SEH

2005-10-17 Thread Oliver Stieber
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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-16 Thread Oliver Stieber
--- 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

Re: [PATCH] wined3d VideoRam registry setting

2005-10-16 Thread Oliver Stieber
--- 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&#x

regression in kernel OpenFile

2005-10-16 Thread Oliver Stieber
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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-16 Thread Oliver Stieber
--- 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

Re: [PATCH] wined3d VideoRam registry setting

2005-10-16 Thread Oliver Stieber
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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-15 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-15 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-15 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-15 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-15 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-15 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-14 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-13 Thread Oliver Stieber
--- 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

Re: [daniel: OpenGL bug in 20050930]

2005-10-12 Thread Oliver Stieber
--- 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

Re: Ping

2005-10-12 Thread Oliver Stieber
--- 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 > > > ___

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-12 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-12 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D, 2nd attempt

2005-10-12 Thread Oliver Stieber
--- 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

Re: Problem with D3D9 CreateDevice

2005-09-28 Thread Oliver Stieber
--- 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

Re: Problem with D3D9 CreateDevice

2005-09-28 Thread Oliver Stieber
--- 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

Re: Problem with D3D9 CreateDevice

2005-09-28 Thread Oliver Stieber
--- 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

Re: Wine CVS as of 9/25/2005 Kills Notes

2005-09-26 Thread Oliver Stieber
--- 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

Re: Wine CVS as of 9/25/2005 Kills Notes

2005-09-26 Thread Oliver Stieber
--- 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

Re: build errors

2005-09-26 Thread Oliver Stieber
--- 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

Re: memory leak detection patch (usable for

2005-09-23 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D

2005-09-21 Thread Oliver Stieber
--- 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

Re: D3D7 -> WineD3D

2005-09-21 Thread Oliver Stieber
--- 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

Re: Documentation volunteer(s) needed

2005-09-21 Thread Oliver Stieber
--- 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

Re: Documentation volunteer(s) needed

2005-09-20 Thread Oliver Stieber
--- 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

Re: Documentation volunteer(s) needed

2005-09-20 Thread Oliver Stieber
--- 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

Re: Empire Earth continued

2005-09-08 Thread Oliver Stieber
--- 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

Re: Empire Earth continued

2005-09-08 Thread Oliver Stieber
--- 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

Re: Help with a patch needed

2005-09-07 Thread Oliver Stieber
--- 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. >

Re: Installers freezing - ole, games

2005-09-07 Thread Oliver Stieber
--- 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

Re: Installers freezing - ole, games

2005-09-07 Thread Oliver Stieber
--- 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

Re: fake directx 9c instead of 9b (needed for rFactor Config)

2005-09-07 Thread Oliver Stieber
--- 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

Re: Suggestions for improvement of the emulator

2005-09-06 Thread Oliver Stieber
--- 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

DirectX status update....

2005-09-06 Thread Oliver Stieber
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

Re: Re: Wined3d: added A2R10G10B10 and D3DFMT_D24FS8

2005-09-06 Thread Oliver Stieber
--- 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

Re: Wined3d: added A2R10G10B10 and D3DFMT_D24FS8

2005-09-03 Thread Oliver Stieber
--- 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

Re: wined3d - d3d9 regression testing 7_12_2005

2005-08-30 Thread Oliver Stieber
--- 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

Re: wined3d - d3d9 regression testing 7_12_2005

2005-08-30 Thread Oliver Stieber
--- 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

Re: The recent include/wine/wined3d_types.h changes

2005-08-26 Thread Oliver Stieber
--- 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

Re: Safedisc1 CD checks work, it tries to start the game but fails to do so

2005-08-22 Thread Oliver Stieber
--- 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

Re: fr-025

2005-08-03 Thread Oliver Stieber
--- 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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