On Monday 17 October 2011 20:32:43 Henri Verbeet wrote:
> That's mostly a limitation of the individual blitters. You could
> certainly make YUY2 and UYVY work with e.g. FBO blits as long as you
> only blit on block boundaries, and I wouldn't be all that surprised if
> you have to blit on block boun
Oh, but I forgot to add that it does fix the problem (Finale 2010 prints
dashed lines correctly now). http://bugs.winehq.org/show_bug.cgi?id=26091
On 10/17/2011 03:53 PM, Daniel Santos wrote:
> Of particular concern is making sure my dynamically allocated memory is
> being freed. The new data is
Of particular concern is making sure my dynamically allocated memory is
being freed. The new data is stored in PSPEN and is allocated when
SelectObject (on a wineps.drv device of course) passing a pen and is
freed whenever a subsequent pen is selected or the device context is
deleted.
I'm just no
On 17 October 2011 19:54, Stefan Dösinger wrote:
> The fixup is a separate issue. We can write to formats with fixups just fine
> if
> the input is in the correct format or we have a shader that can convert TO
> that format. The problem with the blocks is that if one pixel is modified the
> entir
On Monday 17 October 2011 15:38:18 Henri Verbeet wrote:
> I think the "gl_" prefix is somewhat questionable since the format
> being compressed or not is a property of the D3D format, it doesn't
> depend on what GL format we use, at least in the way the flag is
> currently used. You can change the
Dan Kegel writes:
> @@ -1877,7 +1877,7 @@ static WCHAR *lookup_manifest_file( HANDLE dir, struct
> assembly_identity *ai )
> if (build == min_build && revision < min_revision) continue;
> tmp = strchrW(tmp, '_') + 1;
> tmp = strchrW(tmp, '_') + 1;
> -
Hi, Jacek.
On Mon, Oct 17, 2011 at 10:30, Jacek Caban wrote:
> Hi Bruno,
>
> On 10/14/11 20:07, Bruno Jesus wrote:
> ...
> I've tested it and that doesn't seem to be true.
You're right, in a vbs file the limit does not exist, it looks like to
be a Visual Basic 6 editor limit. Sorry for the noise
On 16 October 2011 23:05, Stefan Dösinger wrote:
> +BOOL gl_compressed;
I think the "gl_" prefix is somewhat questionable since the format
being compressed or not is a property of the D3D format, it doesn't
depend on what GL format we use, at least in the way the flag is
currently used. You ca
On 16 October 2011 23:01, Stefan Dösinger wrote:
> +hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1,
> +pools[i].pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0,
> +D3DFMT_DXT5, pools[i].pool, &texture, NULL);
Same comment about dynamic textures as for pa
On 16 October 2011 22:56, Stefan Dösinger wrote:
> +hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1,
> D3DUSAGE_DYNAMIC, dxt_formats[i].fmt,
> +D3DPOOL_DEFAULT, &texture, NULL);
You should check D3DCAPS2_DYNAMICTEXTURES before using dynamic
textures. Also, wouldn't
Hi Bruno,
On 10/14/11 20:07, Bruno Jesus wrote:
On Fri, Oct 14, 2011 at 13:44, Jacek Caban wrote:
---
dlls/vbscript/lex.c | 10 ++
dlls/vbscript/tests/lang.vbs |7 +++
dlls/vbscript/tests/run.c|2 ++
3 files changed, 19 insertions(+), 0 deletions(-)
Hi
This is because the buffer is supposed to be created by D3DXCreateBox().
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