James wrote:
> [ http://bugs.winehq.org/show_bug.cgi?id=11639#c15 et seq.]
> Once the user kept commenting
> in the closed bug report (and not filing a new bug report), I told him
> to stop posting in a closed bug. Since when is this not standard?
The problem is, the user felt he was treated rude
On Sun, Apr 13, 2008 at 1:56 AM, Steven Edwards <[EMAIL PROTECTED]> wrote:
> If I understand the issue correctly the problem is in Wine. The
> application works on Windows no problem. The Thinstall LoadLibrary
> hook can't be expected to know about builtin dlls if its searching the
> default d
Hi,
On Sun, Apr 13, 2008 at 1:51 AM, Dmitry Timoshkov
<[EMAIL PROTECTED]> wrote:
> DLLs are being added to wine.inf only if an app does check for a dll
> existence, which is not the case here. You need to investigate further
> what is going on.
This is what Ge said
--
I dug a bit deeper and
"Steven Edwards" <[EMAIL PROTECTED]> wrote:
> trace:winmm:DllMain 0x7e25 0x1 (nil)
> trace:winmm:MMDRV_Init () trace:winmm:MMDRV_Install
> ('winealsa.drv', 'winealsa.drv', mapper=N);
> warn:winmm:MMDRV_Install Couldn't open driver 'winealsa.drv'
> trace:winmm:MMDRV_Install ('wineoss.drv', 'win
Stefan Dösinger wrote:
> Alexandre didn't commit the patch, I think we should come to an agreement on
> this issue, otherwise it is going to come up again and again.
>
The fundamental issue is pretty straightforward - not sure why it's so
difficult to come to an agreement.
- You want to m
On Sat, Apr 12, 2008 at 5:14 PM, Kai Blin <[EMAIL PROTECTED]> wrote:
> Hi folks,
>
> I seem to have done something wrong referring a user to a closed bug report
> that seemed to be related to the problem he was having. (See bug 11639 for
> more context)
>
> So in order to avoid me being the cau
Am Samstag, 12. April 2008 19:55:53 schrieb H. Verbeet:
> Which is completely irrelevant for classifying the operation.
> Please read the ARB_vertex_program spec, issue 3 and the
> ARB_fragment_program spec, issue 13 to get a better idea of what
> shaders replace and what they don't.
Yes, GL says s
Hi folks,
I seem to have done something wrong referring a user to a closed bug report
that seemed to be related to the problem he was having. (See bug 11639 for
more context)
So in order to avoid me being the cause a user defiles the holy status of a
closed bug, I'd like to have some clear rul
On 12/04/2008, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> But since D3D vertex shaders always read the numbered arrays and fixed
> function always reads the named arrays the named arrays get de-facto replaced
> as far as we're concerned.
>
Which is completely irrelevant for classifying the oper
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Ove Kaaven wrote:
| Benjamin M. Schwartz skrev:
|> Bug #2 suggests that it may be possible to solve this problem using
|> dynamically generated symlinks. I will try that.
|
| The big reason .wine has to be owned by the right user is that the
| win
Benjamin M. Schwartz skrev:
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>
> Ove Kaaven wrote:
> | Benjamin M. Schwartz skrev:
> |> I'm particularly surprised because I cannot imagine any reasonable
> |> scenario in which allowing non-root users to run in .wine/ directories
> |> that they do
On Sat, Apr 12, 2008 at 11:11 AM, Luis Busquets
<[EMAIL PROTECTED]> wrote:
> Thanks for your sincere response. I am aware that there are diverse styles
> of writing the functions and all can be criticised: some for its complexity,
> others for its unreadability, others for its length... Anyway at t
Thanks for your sincere response. I am aware that there are diverse
styles of writing the functions and all can be criticised: some for its
complexity, others for its unreadability, others for its length...
Anyway at this point in time , what I see as evident is that the three
implementations t
While we are on the subject of AVI files: could someone please take a look
at the function IAVIStream_fnWriteData() in avifil32/avifile.c? There is an
unused variable "dwPos" (line 1326), which has been there since this
function was first implemented (2002-10-18), I could just remove this
variable,
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Ove Kaaven wrote:
| Benjamin M. Schwartz skrev:
|> I'm particularly surprised because I cannot imagine any reasonable
|> scenario in which allowing non-root users to run in .wine/ directories
|> that they do not own is a security risk. There is no pri
Can some one take a look at this (bug 11630)?
I'm not sure how it works at all now:
IWineD3DTexture_PreLoad:144:
http://source.winehq.org/source/dlls/wined3d/texture.c#L144
IWineD3DSurface_LoadTexture:488:
http://source.winehq.org/source/dlls/wined3d/surface.c#L488
And of course container is Te
Am Samstag, 12. April 2008 15:06:38 schrieb H. Verbeet:
> It doesn't get ignored, you still do the upload and the data is still
> available should the shader choose to use it. Still, I probably
> should've phrased it as "functionality that gets replaced by a vertex
> / fragment shader".
But since D
Benjamin M. Schwartz skrev:
> I'm particularly surprised because I cannot imagine any reasonable
> scenario in which allowing non-root users to run in .wine/ directories
> that they do not own is a security risk. There is no privilege escalation
> here; the non-root user is still required by the k
On 12/04/2008, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Am Samstag, 12. April 2008 04:27:07 schrieb H. Verbeet:
> > Anything that gets ignored when a vertex shader is active gets put in
> > the vertex states, anything that gets ignored when a fragment shader
> > is active should be part of t
Am Samstag, 12. April 2008 05:07:49 schrieb H. Verbeet:
> I thought we decided on IRC that it would make more sense to call the
> shader library from wined3d rather than d3d8, d3d9 and d3d10.
>From where we call the shader library isn't all that important to me. For me
it's mainly important that t
Am Samstag, 12. April 2008 09:02:02 schrieb Milan Kostić:
> Textures is good in DS2, on start perform good, but now if i played
> for a while (10-15 minutes), performance is getting been worst and
> worst... I will test more times just to be sure of this, because i
> think that's also case without
Am Samstag, 12. April 2008 04:27:07 schrieb H. Verbeet:
> Anything that gets ignored when a vertex shader is active gets put in
> the vertex states, anything that gets ignored when a fragment shader
> is active should be part of the fragment states. Resource loading
> would be part of the "other"
Over the past few days I've had a bit of time to kill, and spent quite
a bit of it triaging bugs in bugzilla (mostly checking up on
old/abandoned bugs, but also, tagging quite a few patches/test
cases).
In the process, I've tagged quite a few bugs (currently, 66 open, 9
closed) that have test cas
Checked and works, that seems to did a trick on everything:). In car
chase (high) and in demo with statue. Now river is showing in DS2,
there is no more flickering textures and menu also not show black
texture. Thanks:).
Textures is good in DS2, on start perform good, but now if i played
for a w
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