Dan Kegel wrote:
I was thinking about the WinePluginApi SoC proposals, and how it
really boils down to "make win32 and nptl threads compatible,
and somehow make the regular dynamic loader handle PE files".
Is there a good brain dump somewhere about what you were working
on, maybe on the wine wi
I've been looking at bug 3930
(http://bugs.winehq.org/show_bug.cgi?id=3930), where
Heroes of might and magic basically hangs on a black
screen when sound is enabled (and works when sound is
disabled).
It happens on all wine versions, the winedbg session
below is from wine 0.9.11 and was done durin
"Stefan Leichter" <[EMAIL PROTECTED]> wrote:
e.g.
http://test.winehq.org/data/200605071000/2000_ahz-vm2k/kernel32:toolhelp.txt
show four failing tests beause of comparing upper and lower case dll names
-if (!strcmp(expected[i], me.szModule)) found[i]++;
+/* o
Hi
Just found this on Freshmeat:
-- cut --
VortexGE is a software 3D renderer for the X environment that was
created without using OpenGL/MesaGL. It also supports 2D image
manipulations and audio access and is intended for creating Linux games
without needing 3D card acceleration.
-- cut --
Lic
If AJ removed it, it wouldnt have been just a simple bug that caused problems, it would have had to be something either about the way Windows' windows work vx X11's windows, or maybe the way it was implemented as a whole was just wrong and so therefore it caused some problems. If it was the latter
2006/5/7, Marcin Kardas <[EMAIL PROTECTED]>:
Hi,
I'm participate in Google summer of code and I'm going to send
application with my own idea. I would like to fix popular wine bug -
http://bugs.winehq.org/show_bug.cgi?id=2398. On
http://wiki.winehq.org/OpenGL there are some ideas how to do this an
On 10/05/06, Jason Green <[EMAIL PROTECTED]> wrote:
On 5/10/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
> I think it would be best not to have USING_GLSL checks at several
> different places in the code. The function signatures are the same, so
> it wouldn't be that hard to just pass a pointer to t
On 5/10/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
I think it would be best not to have USING_GLSL checks at several
different places in the code. The function signatures are the same, so
it wouldn't be that hard to just pass a pointer to the correct
function.
True, it could be combined better
On 10/05/06, Jason Green <[EMAIL PROTECTED]> wrote:
This patch splits the remaining ARB_vertex_program calls out of of the
generate_base_shader function and adds the option to call GLSL
routines instead. These new routines are disabled because USING_GLSL
is defined as 0 in wined3d_private.h at t
On 2/18/06, Mike McCormack <[EMAIL PROTECTED]> wrote:
Dan Kegel wrote:
> You can override mmap() in wine by just changing all
> the places it's called. (Having control over the source is
> a wonderful thing.) But if you want mmap to behave
> truly differently, you'd probably need to change the
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