Matthew Kehrer wrote:
Is there a way I can convert a source tarball I download to a local GIT
repository?
Actually, I gave this some thought. It's possible, but complicated.
You can create your own git tree as follows:
tar jxvf wine-0.9.23.tar.bz2 | sed s/^wine-0.9.23\\/// > list
cd wine-
As I wrote I've found that there is a mess in wine with the usage of
SUBLANG_NEUTRAL and SUBLANG_DEFAULT. I tried to understand when to use
which and wrote a wiki page about it:
http://wiki.winehq.org/SublangNeutral .
It contains some generic information about it but I thought that it
would b
On Fri, Oct 20, 2006 at 10:00:41PM +0200, Damjan Jovanovic wrote:
> Speaking of which, is there any tarball I can use to make a local GIT
> repository? My internet access is extremely limited, anything not port
> 80 http gets firewalled, and it's a modem too. I need to do some
> regression testing
On 10/20/06, Mike McCormack <[EMAIL PROTECTED]> wrote:
Matthew Kehrer wrote:
> Is there a way I can convert a source tarball I download to a local GIT
> repository?
Not really.
> I have dial-up a home, but I know of a place where I can bring my flash
> drive and use it to get the tarball as GI
Jacek Caban wrote, on 10/20/06 22:13 MSK:
> Hi Andrey,
>
> Andrey Turkin wrote:
>> Hi,
>>
>> Just found a bug in mshtml component get_body method implementation. If
>> one call it right after creation of CLSID_HTMLDocument instance, then it
>> would return success and pass NULL as body object. Nat
Hi Andrey,
Andrey Turkin wrote:
> Hi,
>
> Just found a bug in mshtml component get_body method implementation. If
> one call it right after creation of CLSID_HTMLDocument instance, then it
> would return success and pass NULL as body object. Native would return
> "empty" body object instead. Nativ
"Oleg Krylov" <[EMAIL PROTECTED]> wrote:
That really shouldn't make any difference, and the tooltips code
forces the WS_POPUP style anyway.
--
Alexandre Julliard
[EMAIL PROTECTED]
Unfortunately it's not true. If tooltip is created without WS_POPUP
style weird things start to happen. I've just
Francois Gouget <[EMAIL PROTECTED]> writes:
> The PSDK uses a nameless union whether NONAMELESSUNION is defined or
> not. But if we assume that NONAMELESSUNION will never be defined when we
> compile with the PSDK headers, then we can use U(x).
That's what the rest of the oleview code already d
On Fri, 20 Oct 2006, Alexandre Julliard wrote:
> Francois Gouget <[EMAIL PROTECTED]> writes:
>
> > @@ -537,7 +547,7 @@ int EnumFuncs(ITypeInfo *pTypeInfo, int
> > }
> > bFirst = TRUE;
> > #define ENUM_PARAM_FLAG(x)\
> > -if(pFuncDesc->lprgelemdescParam[j].p
Francois Gouget <[EMAIL PROTECTED]> writes:
> @@ -537,7 +547,7 @@ int EnumFuncs(ITypeInfo *pTypeInfo, int
> }
> bFirst = TRUE;
> #define ENUM_PARAM_FLAG(x)\
> -if(pFuncDesc->lprgelemdescParam[j].paramdesc.wParamFlags & x)\
> +
> if(((myELEMDESC*)
Jeff Latimer <[EMAIL PROTECTED]> writes:
> This patch starts to add the Uniscribe string functionality again in a
> set of smaller patches starting with tests that work in Windows. It
> is should be simpler to understand.
>
> Changelog:
> Add tests for ScriptStringAnalyse and ScriptStringFree
It
On 10/19/06, Alexandre Julliard <[EMAIL PROTECTED]> wrote:
Oleg Krylov <[EMAIL PROTECTED]> writes:
> Toolbar tooltips can sometimes steal focus from application window (I
> think it's window manager issue, I experience it on
> Metacity). Creating tooltip control with WS_POPUP style prevents
> it
> > Yes, sRGB support has a problem with that as well.
>
> Things like sRGB where the concept of activating it is entirely different
> between d3d and opengl won't fit into the state management anyway. We will
> have to take care for sRGB in SetTexture, SetSamplerState and maybe
> ApplyStateBlock(d
Am Freitag 20 Oktober 2006 12:00 schrieb H. Verbeet:
> On 20/10/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Hmm, the sampler states are per sampler in d3d, and per texture object in
> > gl as far as I know. So we have to find some way if the sampler states
> > are changed regarding the textu
On 20/10/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Hmm, the sampler states are per sampler in d3d, and per texture object in gl
as far as I know. So we have to find some way if the sampler states are
changed regarding the texture used for drawing. This is getting tricky :-/
Yes, sRGB suppor
Am Freitag 20 Oktober 2006 11:15 schrieb H. Verbeet:
> On 20/10/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Right, we would waste 13*8 = 104 bytes per unsupported sampler. How much
> > samplers does d3d10 support?
>
> Something like 128.
128 is big, agreed.
> > If we use run-time dynamic va
On 20/10/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Right, we would waste 13*8 = 104 bytes per unsupported sampler. How much
samplers does d3d10 support?
Something like 128.
If we use run-time dynamic values for the state table then we loose the
ability to access a state with its state num
Hi
> > and dlls/wined3d/wined3d_private.h
> > #define MAX_SAMPLERS 16
>
> That's the maximum d3d9 supports, not necessarily what the hardware
> can do. Unsupported samplers would be wasted. Worse, d3d10 will
> support a lot more than 16 samplers.
Right, we would waste 13*8 = 104 bytes per unsu
On 20/10/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
include/wine/wined3d_types.h
#define WINED3D_HIGHEST_SAMPLER_STATE WINED3DSAMP_DMAPOFFSET
WINED3DSAMP_DMAPOFFSET = 13,
Those are per stage.
and dlls/wined3d/wined3d_private.h
#define MAX_SAMPLERS 16
That's the maximum d3d9 supp
Am Freitag 20 Oktober 2006 00:04 schrieb H. Verbeet:
> Well, the number of sampler stages (and thus the number of sampler
> stage states) for example is dependant on hardware limits, so you
> can't really use the "#define STATE_SAMPLER(b, a)
> STATE_RENDER(WINEHIGHEST_RENDER_STATE +
> WINEHIGHEST_S
Am Freitag 20 Oktober 2006 02:24 schrieben Sie:
> > More?
>
> What are your plans for dealing with these:
> =
> SetLight()
> SetLightEnable()
Depens on wether lights are shared with share lists. If yes, leave them as
they are, otherwise put them on the list
> SetTexture()
On 20/10/06, Christoph Frick <[EMAIL PROTECTED]> wrote:
hiho
the game LFS[1] uses in its shaders constants with "high" numbers
(c10-c17,c90-c95); so in sum no problem. but due to check against the
OpenGL implemented maximum (in my case VC[31]) the shaders wont work
anymore (array out of bounds).
hiho
the game LFS[1] uses in its shaders constants with "high" numbers
(c10-c17,c90-c95); so in sum no problem. but due to check against the
OpenGL implemented maximum (in my case VC[31]) the shaders wont work
anymore (array out of bounds).
is this due to recently discussed "max/4 is correct but
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