On 23 November 2010 23:57, Matijn Woudt tijn...@gmail.com wrote:
I have created a patch that uses a dummy window. Please let me know if
this is what you had in mind. It works for the game I created the
original patch for.
The basic idea is similar, but it would have to be done in wined3d,
and
On Wed, Nov 24, 2010 at 11:30 PM, Henri Verbeet hverb...@gmail.com wrote:
On 23 November 2010 23:57, Matijn Woudt tijn...@gmail.com wrote:
I have created a patch that uses a dummy window. Please let me know if
this is what you had in mind. It works for the game I created the
original patch
On 24 November 2010 23:34, Matijn Woudt tijn...@gmail.com wrote:
That's what I had in mind first too, but I couldn't figure out how to
get that handle over to device_init (in d3d9) where the window is used
too.
Why do you need it there?
On Wed, Nov 24, 2010 at 11:37 PM, Henri Verbeet hverb...@gmail.com wrote:
On 24 November 2010 23:34, Matijn Woudt tijn...@gmail.com wrote:
That's what I had in mind first too, but I couldn't figure out how to
get that handle over to device_init (in d3d9) where the window is used
too.
Why do
On Sun, Nov 21, 2010 at 8:23 PM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
On Sat, Nov 20, 2010 at 3:17 AM, Stefan Dösinger ste...@codeweavers.com
wrote:
Am Donnerstag 18 November 2010, 16:41:53 schrieb Matijn Woudt:
There's only 1 difference, the first one really shows a window
On Sat, Nov 20, 2010 at 3:17 AM, Stefan Dösinger ste...@codeweavers.com wrote:
Am Donnerstag 18 November 2010, 16:41:53 schrieb Matijn Woudt:
There's only 1 difference, the first one really shows a window with
all the triangle's, like it should. Second one doesn't show anything.
So all the
Am Donnerstag 18 November 2010, 16:41:53 schrieb Matijn Woudt:
There's only 1 difference, the first one really shows a window with
all the triangle's, like it should. Second one doesn't show anything.
So all the functions don't fail, they just don't seem to do anything.
I think we should set up
I got confused by the relay logs earlier (they don't include the calls
to com objects), it's our implementation of IDirect3D9::CreateDevice
which is calling SetPixelFormat. The application calls CreateDevice
with focus_window a handle from GetDesktopWindow();
You're right that the game isn't
On 18 November 2010 15:05, Matijn Woudt tijn...@gmail.com wrote:
For the implementation, we might be able to detect this inside
CreateDevice, and skip the creation of a swapchain. Not sure if that's
a correct fix though.
Swapchain creation isn't something you want to skip. Perhaps it's
On Thu, Nov 18, 2010 at 3:35 PM, Henri Verbeet hverb...@gmail.com wrote:
On 18 November 2010 15:05, Matijn Woudt tijn...@gmail.com wrote:
For the implementation, we might be able to detect this inside
CreateDevice, and skip the creation of a swapchain. Not sure if that's
a correct fix though.
Hi Matijn,
What 3D API is this game using? Is it using Direct3D or OpenGL?
If it is Direct3D then I have the feeling the 'issue' is getting fixed
in the wrong layer.
Further I'm not really sure whether we want to allow pixel format 1 to
be used at all. In case of Wine all pixel formats are
On Mon, Nov 15, 2010 at 12:06 AM, Roderick Colenbrander
thunderbir...@gmail.com wrote:
Hi Matijn,
What 3D API is this game using? Is it using Direct3D or OpenGL?
If it is Direct3D then I have the feeling the 'issue' is getting fixed
in the wrong layer.
It's using Direct3D, but I don't see
It has been a while since I last looked at this area. The following
bug came to my mind which is the same thing
http://bugs.winehq.org/show_bug.cgi?id=9786
I would start by figuring out for what purpose and for what calls the
game is using GetDC(0). Turn on some d3d debug channels and try to
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