Hello,
El mar, 01 de feb de 2005, a las 07:05, Oliver Stieber escribio:
The big patch won't be CVS worthy but it will have
things like non-power-2 textures if anyone wants to do
some testing since I've only tested against an ATI
9600.
I have pasted your non-power-2 textures support to
El vie, 04 de feb de 2005, a las 18:14, Carlos Lozano escribio:
Hello,
El mar, 01 de feb de 2005, a las 07:05, Oliver Stieber escribio:
The big patch won't be CVS worthy but it will have
things like non-power-2 textures if anyone wants to do
some testing since I've only tested
When I did a 0x1 instead of != NULL at the
check before it
crashed, I bypassed the crash. It ended crashing at
a similar point
and I did it again. Then I was able to actually run
the game to the
point of controlling the ship, as long as it didn't
crash first. I
did like getting that
On Thu, 3 Feb 2005 14:07:51 + (GMT), Oliver Stieber
[EMAIL PROTECTED] wrote:
I've just put up a small website that you can get a
diff of my wine as of today from
http://www.oliverthered.f2s.com/projects/wine/ with
the diff you should be able to run Pirates and Axis
and Allies 2 okish, I
--- Jesse Allen [EMAIL PROTECTED] wrote:
On Thu, 3 Feb 2005 14:07:51 + (GMT), Oliver
Stieber
[EMAIL PROTECTED] wrote:
I've just put up a small website that you can get
a
diff of my wine as of today from
http://www.oliverthered.f2s.com/projects/wine/
with
the diff you should be
Hey Oliver,
On Thu, 3 Feb 2005 14:07:51 + (GMT), Oliver Stieber
[EMAIL PROTECTED] wrote:
I've just put up a small website that you can get a
diff of my wine as of today from
http://www.oliverthered.f2s.com/projects/wine/ with
the diff you should be able to run Pirates and Axis
and Allies
Oliver Stieber wrote:
--- Jesse Allen [EMAIL PROTECTED] wrote:
Now here's a bit of news: Star Wars: Battlefront
works now! Well it
loads to the menu and a thead crashes (ie music is
still playing, but
the menu is stuck). I'll investigate later. I
think you fixed it
with your volume fixes.
On Thu, 3 Feb 2005 22:01:39 +0100, Paul van Schayck [EMAIL PROTECTED] wrote:
Hey Oliver,
Might just be me and my lack of knowledge about the wine build
process. But I applied your patch and your Makefile.in in dlls/d3dx9/
doesn't get turned into a Makefile.
Did you forget to diff
On Thu, 3 Feb 2005 14:45:43 -0700, Jesse Allen [EMAIL PROTECTED] wrote:
On Thu, 3 Feb 2005 22:01:39 +0100, Paul van Schayck [EMAIL PROTECTED] wrote:
I think he needs to update configure.ac in the top level directory.
Yeah figured it. Changed confgure.ac and configure and the Makefile was
On Tue, 1 Feb 2005 07:05:12 + (GMT), Oliver Stieber
[EMAIL PROTECTED] wrote:
In wined3d_private.h search for anything that
allocates and array HIGHEST_RENDER_STATE in size and
change it to HIGHEST_RENDER_STATE + 1 since were
addressing 1 based not 0 based.
Do the same with
Hi,
while trying to run a demo-app, I had a 'crash'
I have the following (part of a) trace:
trace:d3d:IDirect3DDevice9Impl_GetDepthStencilSurface
(0x77e3d028)-returning ((nil)) default is stencilbuffer=((nil))
trace:seh:EXC_RtlRaiseException code=c005 flags=0 addr=0x499db0cd
Well yes and no. The 'problem' is most of this code isn't implemented yet...
Try Olivers large patch and see if things are any better, or wait a while
while a whole load of code gets into cvs. Basically d3d9 shouldn't have any
of the code relating to the stencil buffers - that will be in wine3d.
Maybe. I got pirates partially to work. The intro
at loading plays,
after the Atari logo, it then crashes:
fixme:d3d:IDirect3DDevice9Impl_CreateDepthStencilSurface
(0x403ac0f0) : stub
fixme:d3d:IDirect3DDevice9Impl_CreateDepthStencilSurface
(0x403ac0f0) : stub
wine: Unhandled
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