Hi,
I want to verify that the "if (!protected) ..." are correct.
That is, on non-Win2000 platforms, we can't verify LastError ==
ERROR_SUCCESS, so I have removed those as per Juan's request. However,
there are two places where Win2000 is returning a different error
code.
So the question is, is t
Hallo, i have a question to wine developers, how do i get parallel
port access tru dlportio.sys, and dlportio.dll , becose im getting an
error while loading driver.
Thanks.
> The backtraces of the crash are attached in 12929 which is a general
> catch all for the ATI issues.
Well, no. 12929 is about a rather specific problem where fglrx crashes
when trying to use GL_ATI_envmap_bumpmap or GL_ATI_separate_stencil.
(And for what it's worth, that bug won't go anywhere unt
Vitaliy Margolen wrote:
> Chris Ahrendt wrote:
>> Vitaliy Margolen wrote:
>>> Chris Ahrendt wrote:
Vitaliy Margolen wrote:
> Chris Ahrendt wrote:
>> Vitaliy Margolen wrote:
>>> Chris Ahrendt wrote:
Ok I ran make test and got the failure without running
Everquest2
H. Verbeet wrote:
> 2008/7/24 Vitaliy Margolen <[EMAIL PROTECTED]>:
side affects. But the full version of Psychonauts crashes after initial
videos. Same as it did when we had problems with multi-threaded games.
>>> Is that a regression introduced by the patch?
>> Yes. Without the pat
Chris Ahrendt wrote:
> Vitaliy Margolen wrote:
>> Chris Ahrendt wrote:
>>> Vitaliy Margolen wrote:
Chris Ahrendt wrote:
> Vitaliy Margolen wrote:
>> Chris Ahrendt wrote:
>>> Ok I ran make test and got the failure without running
>>> Everquest2.exe let me attach the output of m
Vitaliy Margolen wrote:
> Chris Ahrendt wrote:
>> Vitaliy Margolen wrote:
>>> Chris Ahrendt wrote:
Vitaliy Margolen wrote:
> Chris Ahrendt wrote:
>> Ok I ran make test and got the failure without running
>> Everquest2.exe let me attach the output of maketest. I guess thats
>>
Philip Nilsson wrote:
> Thanks to joaopa for pointing out that I forgot this function.
>
> +D3DXPLANE* WINAPI D3DXPlaneTransformArray(
> +D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride,
> +CONST D3DXMATRIX* matrix, UINT elements)
> +{
> +unsigned int i;
> +TRAC
Chris Ahrendt wrote:
> Vitaliy Margolen wrote:
>> Chris Ahrendt wrote:
>>> Vitaliy Margolen wrote:
Chris Ahrendt wrote:
> Ok I ran make test and got the failure without running
> Everquest2.exe let me attach the output of maketest. I guess thats
> a start eh?
>
You getti
Folks, now that there's a bit more code in Wine that "verifies" file
signatures, I wanted to make sure everyone understands its current
limitations.
1. It's only implemented for PE files and .cab files. Windows
supports more formats, of course, notably MSI files (see bug 11759,
http://bugs.wineh
Hi Detlef, overall your patch looks good to me. One minor suggestion:
+/* only newer versions of cryptnet do the cleanup */
+if(!ret && GetLastError() != CRYPT_E_ASN1_BADTAG &&
+ GetLastError() != OSS_DATA_ERROR) {
+ok(crl == NULL, "Expected CRL to be NULL\n");
+
H. Verbeet wrote:
> 2008/7/24 Vitaliy Margolen <[EMAIL PROTECTED]>:
>> side affects. But the full version of Psychonauts crashes after initial
>> videos. Same as it did when we had problems with multi-threaded games.
>>
> Is that a regression introduced by the patch?
Yes. Without the patch everyth
2008/7/24 Vitaliy Margolen <[EMAIL PROTECTED]>:
> side affects. But the full version of Psychonauts crashes after initial
> videos. Same as it did when we had problems with multi-threaded games.
>
Is that a regression introduced by the patch?
H. Verbeet wrote:
> 2008/7/24 Vitaliy Margolen <[EMAIL PROTECTED]>:
>> I've been trying to track some of the errors that I get with different
>> games. To do that I've added some extra traces and this is what I see:
>>
>> fixme:d3d_surface:read_from_framebuffer_texture glReadBuffer(0x405) was
>> 0x
Hi,
2008/7/24 Michael Karcher <[EMAIL PROTECTED]>:
>
> What is the advantage of that compared to
>major = strtol(gl_string, &gl_string_cursor,10);
> ?
>
> Or even replace the whole scanning code by
>
>if(sscanf(gl_string, "%d.%d", &major, &minor) != 2)
>ERR_(d3d_cap
Chris Ahrendt wrote:
> Vitaliy Margolen wrote:
>> Chris Ahrendt wrote:
>>> Ok I ran make test and got the failure without running Everquest2.exe
>>> let me attach the output of maketest. I guess thats a start eh?
>>>
>> You getting off-topic too far here. Make test have nothing to do with
>> your
> Sure you can, it seems that this MOV/MOVA specific stuff all belongs in
> vshader_hw_mov (both sides of the MOV if statement can be moved).
Hmm, good point. I'll resend an updated patch
Owen Rudge <[EMAIL PROTECTED]> writes:
> +#include "En.rc"
> +
> +LANGUAGE LANG_NEUTRAL, SUBLANG_NEUTRAL
> +
> +ICO_MAIN ICON "../../programs/uninstaller/uninstaller.ico"
> +ICO_SETUP ICON "../../programs/msiexec/msiexec.ico"
> +ICO_BIN ICON "../shell32/trash_file.ico"
You can't depend on files b
Adam Petaccia <[EMAIL PROTECTED]> writes:
> diff --git a/dlls/gdiplus/tests/region.c b/dlls/gdiplus/tests/region.c
> index 6b1c5f0..ef5ab28 100644
> --- a/dlls/gdiplus/tests/region.c
> +++ b/dlls/gdiplus/tests/region.c
> @@ -62,50 +62,60 @@ static void test_getregiondata(void)
> GpRect rect;
"Reece Dunn" <[EMAIL PROTECTED]> writes:
> This includes Rob Shearman's suggestion of marking the old behaviour
> as broken() as it is clearly a bug, and also updated the
> SafeArrayGetVartype implementation to return the correct value in this
> case.
>
> The tests pass on Vista and on Wine.
Not
Mikołaj Zalewski wrote:
>
+hkey1 = NULL;
+ret = RegCreateKeyExA(HKEY_LOCAL_MACHINE, "Software", 0, NULL, 0,
KEY_READ|KEY_WOW64_32KEY, NULL, &hkey1, NULL);
+ok(ret == ERROR_SUCCESS && hkey1 != NULL, "RegOpenKeyEx with
KEY_WOW64_64KEY failed (err=%u)\n", ret);
+RegCloseKey(hkey1);
Mikołaj Zalewski <[EMAIL PROTECTED]> writes:
> The GENERIC_* flags were also missing
I'd suggest to simply kill that access mask check, there's no reason to
second-guess the server checks anyway.
--
Alexandre Julliard
[EMAIL PROTECTED]
Victor Eremin <[EMAIL PROTECTED]> writes:
> +void mask_copy(DWORD srcMask, BYTE srcPixelSize,
> +DWORD dstMask, BYTE dstPixelSize,
> +BYTE *src, BYTE* dst, DWORD src_pitch, DWORD dst_pitch,
> +unsigned int w, unsigned int h){
> +unsigned int x, y;
> +BYTE i;
> +BY
Am Donnerstag, den 24.07.2008, 00:55 +0800 schrieb Huang, Zhangrong:
> Hi,
> I tried run World of Warcraft on Mac OS X with X11 and NVIDIA card,
> got the following error messages:
>
> err:d3d_caps:IWineD3DImpl_FillGLCaps Invalid nVidia version string:
> "1.5 NVIDIA-1.5.24"
> err:d3d_caps:IWineD3D
On Wednesday 23 July 2008 03:56:14 pm Vitaliy Margolen wrote:
> +#define checkGLcall(A...) \
AFAIK, this valid C. It's a GNU extension. This:
#define checkGLcall(...)
TRACE(__VA_ARGS__);
is valid C, but requires C99.
> + TRACE(A);
2008/7/23 David Adam <[EMAIL PROTECTED]>:
> +#include
> +#include
> +#include
> +#include
> +
> +#define NONAMELESSUNION
...
> +#include
I don't think you need those. (I should've noticed this in the first
patch, sorry for that.)
2008/7/24 Vitaliy Margolen <[EMAIL PROTECTED]>:
> I've been trying to track some of the errors that I get with different
> games. To do that I've added some extra traces and this is what I see:
>
> fixme:d3d_surface:read_from_framebuffer_texture glReadBuffer(0x405) was
> 0x8ce0 > GL
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