At present Wine asks the use it he/she wants to download and install Mozilla
ActiveX. But it doesn't work and doesn't tell the user that it didn't work. This
is not right. We either should say that download/install failed, or don't show
this message in the first place, unless we fix it.
I would co
Hope you like this one better!
All mention of wineconsole (winedbg) and DLL overrides moved to the AppDB.
Changelog:
[[[
* winedev-debugger.sgml:
- Link to AppDB for IDA Pro.
- Move 'useful programs' to it's own section2.
- Add s instead of naming sections.
]]]
Anything wrong with this patch?
Vitaliy Margolen
Monday, October 10, 2005, 1:49:35 PM, Vitaliy Margolen wrote:
> This time remove automatically detected version. Wine defaults to win2k if
> there
> is no version defined.
> Vitaliy Margolen
> changelog:
> winecfg:
> Remove "Automatically d
On Sunday 16 October 2005 23:34, Fabian Bieler wrote:
> OK, here I go again:
> This is a small C program which should get the videoRam using the
> NV-CONTROL and ATIFGLEXTENSION extensions. As I only have a nVidia card,
> could someone with an ATI card (and the fglrx driver) please test this?
>
> F
OK, here I go again:
This is a small C program which should get the videoRam using the NV-CONTROL
and ATIFGLEXTENSION extensions. As I only have a nVidia card, could someone
with an ATI card (and the fglrx driver) please test this?
Fabian
getvram.tar.gz
Description: application/tgz
This is the output of WINEDEBUG="+reg,+d3d9"
trace:d3d9:DllMain fdwReason=1
trace:d3d9:Direct3DCreate9 SDKVersion = 1f, Created Direct3D object @
0x64d3c558, WineObj @ 0x64d3ca60
trace:d3d9:IDirect3D9Impl_GetDeviceCaps (0x64d3c558) Relay 0 1 0x1023d818
fixme:d3d:IWineD3DImpl_GetDeviceCaps Caps sup
--- 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
You are trying to execute a .NET binary.
Same happens for me when I run "wine f-spot.exe" ;)
I was just surprised to find out that the application assumes .NET is
installed.
Will wine be implementing this dll in the future?
By the way, running it in Windows 98 mode does not die silently,
On Sun, Oct 16, 2005 at 04:22:10PM -0400, Ivan Gyurdiev wrote:
> Grand Theft Auto... the never ending struggle to get it working.
>
> First I thought it was broken because of OLE...subsequently found out
> the installer was freezing, because of hidden message boxes. Now I've
> managed to install
Sunday, October 16, 2005, 2:19:18 PM, Stefan Leichter wrote:
> Hello,
> during the weekend i run winetest-200510121000-paul-mingw.exe and
> winetest-200510131000-paul-mingw.exe on my NT4 box and clicked on the button
> to submit the test results. The progress bar for submitting the test results
Hello,
during the weekend i run winetest-200510121000-paul-mingw.exe and
winetest-200510131000-paul-mingw.exe on my NT4 box and clicked on the button
to submit the test results. The progress bar for submitting the test results
finished without error, but the test results did not show up on the
Grand Theft Auto... the never ending struggle to get it working.
First I thought it was broken because of OLE...subsequently found out
the installer was freezing, because of hidden message boxes. Now I've
managed to install it in Desktop mode, but it dies when ran, with no
output of any kind..
> 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 anything
on msdn, only some fragments.
Am Sonntag, 16. Oktober 2005 16:52 schrieb Evil:
> As someone stuck with both nVidia and ATI cards, I'd vote against using
> NV-CONTROL. Detecting the RAM for different manufacturers via different
> methods sounds harder to maintain.
AFAIK there's something similar for the fglrx driver. The fglrx
--- 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've got some very old dos code for
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
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've got some very old dos code for some Matrox cards. Since there is no
> standard way to
Any reason why this patch didn't go in? It does fix the reported bug and tests
show the correct behavior.
Vitaliy Margolen
Monday, October 10, 2005, 3:14:24 PM, Vitaliy Margolen wrote:
> What's interesting this works only on winnt+. Win9x gives error
> ERROR_DLL_NOT_FOUND.
> I've ran some tests
--- 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
> As someone stuck with both nVidia and ATI cards, I'd vote against using
> NV-CONTROL. Detecting the RAM for different manufacturers via different
> methods sounds harder to maintain.
>
>(--) fglrx(0): VideoRAM: 131072 kByte, Type: DDR SGRAM / SDRAM
In my opinion parsing of the log file is
> For Nvidia systems at least, the script would probably be unnecessary,
> as 'nvidia-settings -q VideoRam | grep 0.0 | tail --bytes=8' *should*
> return the amount of videoram. Would it make more sense to check at
> runtime if the 'nvidia' driver is loaded and then pass the output from
> the l
As someone stuck with both nVidia and ATI cards, I'd vote against using
NV-CONTROL. Detecting the RAM for different manufacturers via different
methods sounds harder to maintain.
(--) fglrx(0): VideoRAM: 131072 kByte, Type: DDR SGRAM / SDRAM
Roderick Colenbrander wrote:
>Parsing the X log f
On Sun, October 16, 2005 9:05 am, Vitaly Lipatov said:
> Please take attention, is it bug or I use winegcc incorrectly?
Yes, this seems to be a bug.
--
Dimi Paun <[EMAIL PROTECTED]>
Lattica, Inc.
Now that I think about it there's some other issue which is partly related
to this that should be addressed too namely card detection. Right now
wined3d parses sets the card based on several opengl strings. First it
detects the vendor (Ati/Nvidia) and then there are two or three models of
each bran
For Nvidia systems at least, the script would probably be unnecessary,
as 'nvidia-settings -q VideoRam | grep 0.0 | tail --bytes=8' *should*
return the amount of videoram. Would it make more sense to check at
runtime if the 'nvidia' driver is loaded and then pass the output from
the line above
>
> > 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
> IWineD3DDeviceI
Hello,
> This should fix that problem.
Works nice
> 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 an
Please take attention, is it bug or I use winegcc incorrectly?
-- Forwarded message --
Subject: wingcc link problem
Date: 24 Сентябрь 2005 16:51
From: Vitaly Lipatov <[EMAIL PROTECTED]>
To: wine-devel@winehq.org
Last days I can't compile any program with winegcc:
$ winegcc bui
On Sunday 16 October 2005 13:06, Stefan Dösinger wrote:
> Another update: The reason why the script is not working is the vendor
> string - it's "Gentoo (The X.Org Foundation 6.8.2, revision r4-0.1.10.2)"
> for me. Maybe a not so strict check against it would do it.
This should fix that problem.
Ann & Jason Edmeades wrote:
Hi, How do you set breakpoints in 16 bit code, or cant you?
I can add in the winedos code a debugbreak at a particular point in time,
and I really want to step through some of the code following the return to
see why something is happening.
If I do, for example, br
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 then call DrawIndexedPrimitiveVB .
>
> e.g.
> IWineD3DDevic
Hi,
wine_dbg_parse_options does not exist anymore.
Is there a reason for that ?
Is there any other way to enable debug channels from whithin wine code ?
Thanks,
Christian
> You can get the amount of videoRam from the x-server log (python script
> attached). This is a little unsafe since the video driver is responsible
> for logging this info and I don't know if my script works on the format of
> all drivers. Also, certain drivers (fbdev) don't output this at all. Th
> You can get the amount of videoRam from the x-server log (python script
> attached). This is a little unsafe since the video driver is responsible
> for logging this info and I don't know if my script works on the format of
> all drivers. Also, certain drivers (fbdev) don't output this at all. Th
Hello!
You can get the amount of videoRam from the x-server log (python script
attached). This is a little unsafe since the video driver is responsible for
logging this info and I don't know if my script works on the format of all
drivers. Also, certain drivers (fbdev) don't output this at all.
> Applications that are really doing multithreaded 3D rendering are quite
> rare (and the only case I know is just starting with one thread and then
> moving to another while not using the previous one again).
Empire Earth does, contrary to the first impression, more than that. It
switches the th
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