Re: [AppDB] Change licence to AGPL

2007-11-23 Thread Chris Morgan
I think I'm ok with the gpl/agpl v3 change. Are there any other people using the appdb code that this might affect? Chris On Nov 23, 2007 10:34 PM, Alexander Nicolaysen Sørnes <[EMAIL PROTECTED]> wrote: > On Saturday 24 November 2007 04:01:24 Trent Waddington wrote: > > interesting. Do you hav

Re: [AppDB] Change licence to AGPL

2007-11-23 Thread Alexander Nicolaysen Sørnes
On Saturday 24 November 2007 04:01:24 Trent Waddington wrote: > interesting. Do you have a list of contributors and their signoff on > this license change? > > Or is it just you two? > Well I didn't think that was necessary; but after some thought I realize that the AppDB only seemed to include

xlviewer install cmdline passed from CreateProcessA to msiexec looks wrong

2007-11-23 Thread Darragh Bailey
OK, long time lurker, only recently decided to try my hand at coding for wine. Picked a bug 9628 and decided to have a bash. Bug occured because a patch to the msiexec command line parsing was reverted due to regressions in the xlviewer installer and other apps. I don't know about the other apps,

Re: WineD3D: Implement detection of ATI cards with Mesa DRI drivers [try 4]

2007-11-23 Thread Roman Mamedov
Roderick Colenbrander wrote: > The main reason why the D3DX_CAPABLE macros should be used before checking > the renderer string is that not in all cases all extensions are around while > the rendering string can still be the same. I think it's is quite difficult to say for sure what will be bett

Re: WineD3D: Implement detection of ATI cards with Mesa DRI drivers [try 4]

2007-11-23 Thread Roderick Colenbrander
> Roderick Colenbrander wrote: > > I think the code should be like this (in pseudo code) this way also > other cards will at least be classified: > > > > case VENDOR_MESA: > > if(D3D9_CAPABLE(gl_info) > >if(strstr(gl_info->gl_renderer, "R300")) > >card = radeon_9500; > >

Re: WineD3D: Implement detection of ATI cards with Mesa DRI drivers [try 4]

2007-11-23 Thread Roman Mamedov
Roderick Colenbrander wrote: > I think the code should be like this (in pseudo code) this way also other > cards will at least be classified: > > case VENDOR_MESA: > if(D3D9_CAPABLE(gl_info) >if(strstr(gl_info->gl_renderer, "R300")) >card = radeon_9500; >else >

Re: WineD3D: Implement detection of ATI cards with Mesa DRI drivers [try 4]

2007-11-23 Thread Roderick Colenbrander
> This is an updated version of my previous patch for the same purpose. > > The proposed code now uses the WINE_D3DX_CAPABLE macros instead of DRI > module names for guessing the exact card model which is to be returned. > The patch also no longer includes manual addition of an entry to the > C

Re: Start: Convert start to Unicode. [try7]

2007-11-23 Thread Anatoly Lyutin
Dan Kegel wrote: > Anatoly, > thank you for working to fix "start" to work better for Unicode, > I should have done that originally. > > You are welcome. :) > But you seem to be having trouble getting the patch in, > so here's what little advice I can give: > > If there is any difference between

re: Start: Convert start to Unicode. [try7]

2007-11-23 Thread Dan Kegel
Anatoly, thank you for working to fix "start" to work better for Unicode, I should have done that originally. But you seem to be having trouble getting the patch in, so here's what little advice I can give: If there is any difference between versions of your patch, you should describe it in the p

Re: Driver-supported DirectX

2007-11-23 Thread H. Verbeet
On 23/11/2007, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Freitag, 23. November 2007 12:25:34 schrieb H. Verbeet: > > Just to add something to that, most of the issues that are there are > > with older versions of Direct3D and fixed function. The more modern > > functionality is relatively eas

Re: Driver-supported DirectX

2007-11-23 Thread Stefan Dösinger
Am Freitag, 23. November 2007 12:25:34 schrieb H. Verbeet: > Just to add something to that, most of the issues that are there are > with older versions of Direct3D and fixed function. The more modern > functionality is relatively easier to translate because D3D and GL > simply expose the programma

Re: Start: Convert start to Unicode. [try5]

2007-11-23 Thread Anatoly Lyutin
Alexandre Julliard wrote: > No, what you need is one function for errors that can happen in normal > usage (file not found, invalid option etc.) that is Unicode and > localized, and one function for internal errors (LoadString failures > etc.) that simply uses WINE_ERR with an English message. > >

Re: WineD3D: Implement detection of ATI cards with Mesa DRI drivers [try 3]

2007-11-23 Thread Roderick Colenbrander
> Roderick Colenbrander wrote: > > I would really ask you to use the D3DX_CAPABLE() macros as not using > them can result in bad problems. E.g. a game assuming a certain d3d > functionality is there while it isn't backed by any GL extension. > > > You certainly do have a point. I will redo the p

Re: Driver-supported DirectX

2007-11-23 Thread King InuYasha
The problem with all that is that DirectX is tightly integrated into Windows-specific components, and therefore the only level that it could exist is along the rest of the Wine layer. I also wish to note that AMD isn't releasing radeon drivers, they had Novell develop a WHOLE NEW driver for the ATI

Re: Driver-supported DirectX

2007-11-23 Thread H. Verbeet
On 23/11/2007, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Hi, > Implementing Direct3D at driver level won't magically fix things. The issues > will be still the same: Undocumented or incorrectly documented behavior of > Direct3D and broken apps which rely on defined results in per se undefined >

Re: Driver-supported DirectX

2007-11-23 Thread Reece Dunn
On 23/11/2007, Remco <[EMAIL PROTECTED]> wrote: > I don't know the first thing about driver- and DirectX-programming, so please > forgive (and point out) any mistakes. > > As a reader of this list I'm wondering; there are quite a few problems that > come from the fact that DirectX isn't 1:1 trans

Re: Driver-supported DirectX

2007-11-23 Thread Stefan Dösinger
Hi, Implementing Direct3D at driver level won't magically fix things. The issues will be still the same: Undocumented or incorrectly documented behavior of Direct3D and broken apps which rely on defined results in per se undefined situations. There are only a handful of cases where OpenGL<->Dire