Dear Wine Contributors,
I seek help from designers, developers, testers,defect fixers,project
managers or playing any other key role in Free/Open Source software
development or maintenence
in carrying out a study on practices and problems of defect management in
various Free/Open Source Softwa
I just filed a bug related to wine's advapi implementation
( http://bugs.winehq.org/show_bug.cgi?id=7690 )
and noticed there wasn't an advapi category in Bugzilla.
Should there be?
- Dan
"Alexandre Julliard" <[EMAIL PROTECTED]> wrote:
The point is that (void*)0 isn't guaranteed to be represented by an
all-zero bit pattern; but that's the case on any platform worth
worrying about.
If (void*)0 doesn't guarantee to actually set all bits to 0, then
HEAP_ZERO_MEMORY doesn't guarant
On Sun, Mar 11, 2007 at 12:27:54PM +0100, Uwe Bonnes wrote:
> > "Jan" == Jan Zerebecki <[EMAIL PROTECTED]> writes:
>
> Jan> --- If this patch is rejected from inclusion, please tell me why,
> Jan> as I would have to ask anyway.
>
> Nice disclaimer ;-)
>
> I wonder if it works?
No, I
On Sunday 11 March 2007 13:53, Stefan Dösinger wrote:
> Oh, and just in case we run out of idea, there is still plenty work to do
> for DirectX. Other Ideas are dplay.dll, d3dxof.dll, dmusic.dll,
> d3dx9_xy.dll, dsound, ...
After Stefan mentioned this a couple of times, I'd like to restate that I'
On 11/03/07, Erich Hoover <[EMAIL PROTECTED]> wrote:
Is the attached what you mean?
Erich Hoover
[EMAIL PROTECTED]
+if (IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL,
WINED3DLOCK_READONLY) == WINED3D_OK)
I know the current code doesn't do it everywhere either, but you
should p
On Saturday 10 March 2007 23:20, Frank Richter wrote:
> On 10.03.2007 15:02, Fabian Bieler wrote:
> > +static const PixelFormatDesc NV_texture_shader_formats[] = {
> > +{WINED3DFMT_V8U8,0x0,0x0,0x0,0x0
> >,2 ,FALSE ,GL_SIGNED_HILO8_NV ,GL_HI
On 11/03/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
But I cannot think of any good way to test this, so I
prefer to wait for an application to show up what can go wrong :-)
I've written a test for this, I'll send it tomorrow together with some
other patches.
Am Sonntag 11 März 2007 21:08 schrieb Erich Hoover:
> Yeah, that would make more sense wouldn't it :) Please see attached patch.
If you do it that way, you can remove the PreLoad, LockRect the surface(with
WINED3DLOCK_READONLY), use glTexImage2D to load This->cursorTexture and then
Unlock the su
Francois Gouget <[EMAIL PROTECTED]> writes:
> Even so I think we can get a problem for the Win64 case: on Windows the
> size parameter will still be 32bits since it's an 'unsigned int'. So
> 64bit Windows applications will generate code that passes a 32bit size
> to _lfind(). But Wine's impleme
Am Sonntag 11 März 2007 19:40 schrieb Jesse Allen:
> On 3/10/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Hi,
> > Thinking about SoC I though that starting a DirectX 10 implementation may
> > be a good summer of code project. I do not mean implementing the full
> > d3d10 lib, that would be wa
Jesse Allen napsal(a):
On 3/10/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Hi,
Thinking about SoC I though that starting a DirectX 10 implementation
may be a
good summer of code project. I do not mean implementing the full d3d10
lib,
that would be way to much, more starting the infrastructu
On 3/10/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Hi,
Thinking about SoC I though that starting a DirectX 10 implementation may be a
good summer of code project. I do not mean implementing the full d3d10 lib,
that would be way to much, more starting the infrastructure. Henri disagreed
with t
On 3/10/07, Brian Vincent <[EMAIL PROTECTED]> wrote:
On 3/2/07, Steven Edwards <[EMAIL PROTECTED]> wrote:
> I don't really know anything about the DIB engine or the engineering
> problem in getting it accepted except that it is going to be a massive
> beast and almost impossible to implement in s
On 11/03/07, Erich Hoover <[EMAIL PROTECTED]> wrote:
So, which change exactly are you concerned about? Changes are:
1) The removal of "glDeleteTextures(1, &This->cursorTexture);" in device.c
This change should just keep SetCursorProperties from deleting the gl
texture. By removing this call an a
Benoit Pradelle a écrit :
Hi,
I'm pretty interested in implementing mswsock.dll as a SoC this summer
: this dll seems to be used by many apps and it's, I think, the sort
of job I can do.
be aware that the easy parts have been started in last year SoC, but
weren't applied to the git tree yet,
I ran all of the d3d9 tests and did not get any errors with my patch
applied. I did get an error when I ran your modified visual.c test, but I
get the same errors with and without my patch.
Test before patch:
fixme:d3d:IWineD3DDeviceImpl_GetAvailableTextureMem (0x167ec8) : stub,
simulating 64M
Hi,
I'm pretty interested in implementing mswsock.dll as a SoC this summer :
this dll seems to be used by many apps and it's, I think, the sort of
job I can do.
As I'm not a Wine dev, I was wondering about how should I work for
implementing this lib : should I juste use the MSDN description
On 3/10/07, Dieter Rogiest <[EMAIL PROTECTED]> wrote:
Mandriva Linux 2007.0 here.
With wine 0.9.30 ultravnc_viewer.exe (remote access) works perfect.
I installed wine 0.9.32 (wine-0.9.32-1.SoS.2007.0.i586.rpm).
Using ultravnc_viewer.exe I saw immediately that the fullscreen title bar that
should
Erich Hoover a écrit :
Real Name:
Erich Hoover
Description:
The thread name length in winedbg is currently restricted to 9
characters, this is not nearly long enough for debugging threads in
the Supreme Commander demo and results in character corruption on the
terminal. Since this par
I'm putting a list together at
http://wiki.winehq.org/DesktopMigrationProjects
listing organizations who are migrating their users from
Windows to Linux.
I only list projects that have come out and said
which Windows applications they really want to
run on Linux.
Since these migration projects,
Huw Davies [mailto:[EMAIL PROTECTED] wrote:
>It seems to me that gdiplus is a great project for an intern; it's scalable
>and not 'all or nothing' unlike the dib engine.
In looking at the DIB engine I feel that one of the biggest obstacles to get
it done is integrating it in a way that it can be
Am Sonntag 11 März 2007 03:08 schrieb Erich Hoover:
> I ran all of the d3d9 tests and did not get any errors with my patch
> applied. I did get an error when I ran your modified visual.c test, but I
> get the same errors with and without my patch.
Yes; The existing d3d9 tests do not check what hap
> I adapted a Directx9 HLSL tutorial to display a black cubemap with one
> white line on one edge of one side and visually (by hand or better to say
> by eye) confirmed that the line is not "mirrored" on the opposite edge.
I'd say the patch is fine. Anything else but clamp to edge does not make sen
On 3/10/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Hi,
Thinking about SoC I though that starting a DirectX 10 implementation may be a
good summer of code project. I do not mean implementing the full d3d10 lib,
that would be way to much, more starting the infrastructure. Henri disagreed
with t
> "Jan" == Jan Zerebecki <[EMAIL PROTECTED]> writes:
Jan> --- If this patch is rejected from inclusion, please tell me why,
Jan> as I would have to ask anyway.
Nice disclaimer ;-)
I wonder if it works?
--
Uwe Bonnes[EMAIL PROTECTED]
Institut fuer Kernphysik Schloss
> Wasn't there mention of making a Windows XP version of wine's DirectX
> 10, so people can use XP for gaming instead of Vista?
>
> If so, it would be nice if your code compiles and works on Windows too.
Yes, that is the idea :-)
Just one note for clarity: I am a student, but I do not plan to work
> "Giles" == Giles Cameron <[EMAIL PROTECTED]> writes:
Giles> Ok. I am just entering the WINE development crowd, and have very
Giles> very little experiance with the Windows API (The first time I saw
Giles> it, I was terrifyed!) Anywho. It would appear that some programs
Giles>
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