Ivan Gyurdiev gmail.com> writes:
> that's because Jason seems to have introduced order requirements on the
> table that weren't previously there. The mnxn implementation will
> attempt to access the table as an array, which will break once MOVA is
> moved before DP3:
>
> glsl_shader.c:
Raphael club-internet.fr> writes:
> > This would solve the issues. I was also thinking about layering WineD3D on
> > top of WGL also for the sake of portability and it will allow us to use
> > WineD3D on Windows for testing purposes. It would be usefull if our opengl
> > can atleast handle windowe
Jesse Allen gmail.com> writes:
>
> On 7/14/06, Stefan Dösinger gmx.at> wrote:
> > I tried the sample program on my Linux box (radeon M9, 64 mb vram) and I
> > don't think that it reported correct values. It said 32 mb textures, not all
> > resident. While I have a 1400x1050 resolution I don't
Stefan Dösinger codeweavers.com> writes:
> Can you test the patch on some d3d8 and d3d9 games? I tested it on warcraft 3
> and half-life 2 and didn't see any difference. Can you report negative and
> positive changes?
I'll give Age of Mythology a try if I get some time... (been so busy at work
Jason Green gmail.com> writes:
>
> On 5/4/06, Raphael club-internet.fr> wrote:
> Also, I'm not sure of the ramifications of using both GLSL shaders and
> ARB_vertex_program shaders at the same time... Haven't got that far
> yet, but it's a good question to look into.
You can't use both at the
W]
but I was getting negative values. I'll look into the FVF code more.
Regards,
Aric
--
Aric Cyr (http://acyr.net)
#x27;ll take a look and see if I can get things working a bit better.
Using your patch and the old d3d8 code I hope to whip something
together.
Regards,
Aric
--
Aric Cyr (http://acyr.net)
is is not being processes properly.
I think the problem is with drawprim.c:drawStridedSlow() but I haven't
been able to figure out exactly where yet. If anyone has any ideas
(or patches!) I'd be glad to help debug.
Regards,
Aric
--
Aric Cyr (http://acyr.net)
Marcus Meissner suse.de> writes:
>
> On Fri, Mar 03, 2006 at 03:20:48PM +0100, Stefan Dösinger wrote:
> > Hello,
> > At the top of every fine there's are some "Copyright " lines,
> > listing the persons who have contributed to a file, and when. Are there any
> > specifc rules about that?
>
>
Stefan Dösinger gmx.at> writes:
>
> Hi,
> I've brought my DirectDraw over WineD3D patch in a form where I want to show
> it to the public for review. I've uploaded it to
> http://stud4.tuwien.ac.at/~e0526822/ , where it is described in detail(below
> the game list).
>
Sweet! Looking forwar
The recent patch:
http://winehq.org/pipermail/wine-patches/2006-February/024656.html
can cause linker errors for the two symbols glStencilOpSeparate and
glStencilFuncSeparate. The reason being that these are only exported in OpenGL
2.0 compatible libraries, and in particular, are not present in
Stefan Dösinger gmx.at> writes:
>
> > If you want a hand with OpenGL stuff some more Stefan, I'd be glad to help.
> > We could set up a time to chat/irc off-list or if you want I could see if
> > I can get your existing stuff to work (just send me the diffs).
> I'll publish a patch in the next
Stefan Dösinger gmx.at> writes:
>
> > Hi. I've been dealing with a program that seems to be very slow at
> > Blitting images onto a D3D surface. Unfortunately, this is not my code
> > so I can't fix it. Would the above mentioned BltFast/CopyRect patches
> > deal with code that attempts to provid
Raphael club-internet.fr> writes:
> But we must fix all the RGB v.s. BGR problems
I'll submit a patch for this when I get home. I verified it with Age of
Mythology and the latest CVS (well, from a few days ago). There are just a
couple of mistakes in d3d8/utils.c (whoops this file is gone now,
H. Verbeet gmail.com> writes:
>
> On 13/02/06, Stefan Dösinger gmx.at> wrote:
> > Hello,
> > I'm trying to change IWineD3DSurface::UnlockRect for rendertargets to avoid
> > glDrawPixels. Instead, I'd like to load the image from memory into an OpenGL
> > texture, and draw that texture with a tex
Stefan Dösinger gmx.at> writes:
>
> > Seems to me that the call to glOrtho should be replaced by a call to
> > glViewport(x,y,width,height) and glDepthRange(near,far). Since your
> > vertices are already in viewport coordinates, according to the comment in
> > the code, how does something like
Stefan Dösinger gmx.at> writes:
> I don't know much about GL drawing, but I noticed that GL clips primitive
> parts that are outside the Z range. So if vertices that were processed into a
> [0,5.] Z range are drawn into a [0,1.0] viewport leads to missing
> vertices. I guess I have to atte
Vitaly Budovski cs.rmit.edu.au> writes:
>
> Is there something wrong with the patches dated 20060201?
> Could someone please point it out?
>
> Thanks.
>
>
Not sure, they all look fine to me... you only submitted them a day ago, are you
sure they were rejected?
Regards,
Aric
Roderick Colenbrander gmx.net> writes:
>
> > Is there a TODO or similar documentation on D3D8 & 9 for Wine? I don't
> > necessarily have much background in DirectX. Last time I used it was
> > when DirectX 3.0 was brand spanking new and was all the rave. I'm
> > willing to work, but don't know w
Christoph Frick sc-networks.de> writes:
>
> hiho,
>
> could someone enlighten me, what is wrong with that patch?
>
I don't know the real reason, but from looking at it I have the following
concerns. Have you tested the colour output from your patch? I'm guessing it
wouldn't output the corre
Tom Wickline gmail.com> writes:
>
> On 1/17/06, Tom Wickline gmail.com> wrote:
> > Hello,
> >
> > Please take with a large dose of salt.
> > http://wiki.winehq.org/BenchMark-0.9.5
>
> Add more salt, I have the 3dmark2000 result browser installed and can
> get scores from full screen runs now.
Andreas Mohr rhlx01.fht-esslingen.de> writes:
> On Tue, Jan 17, 2006 at 11:16:42AM +0100, Alexandre Julliard wrote:
> > Aric Cyr gmail.com> writes:
> >
> > > Ya, I thought about that after I sent my previous mail as well... an
> > > assert would pro
H. Verbeet gmail.com> writes:
> On 17/01/06, Robert Shearman codeweavers.com> wrote:
> > This should never be NULL as where did the application get the address
> > of the function from?
> Well, The function could be called directly from inside wined3d, or
> the application could store the address
Al Tobey gmail.com> writes:
>
> Here is the new patch. I did some additional testing and couldn't
> get the same app to fail on that function again. It still works with
> this new patch, so I'm assuming for now that it's correct.Anyways,
> thanks again.
Hi Al,
Almost got it this time :
the first
> place is probably a good idea as well.
I agree, definitely a NULL check should be added for pParameters.
--
Aric Cyr (http://acyr.net)
Al Tobey gmail.com> writes:
>
> Ack, after thinking about it and talking with people on IRC, I think I
> did the wrong thing. New patch attached that just copies the
> parameters one-by-one to the passed-in struct. Both methods work,
> though, so this probably needs to be tested on Windows.
Joseph Garvin kzoo.edu> writes:
>
> I actually prefer forums because there's less of a barrier to get
> started. I can continue working through my browser, and I don't have to
> setup a message filter.
I don't have external mail or nntp access at work, so I just use
http://news.gmane.org/gman
Stefan Dösinger gmx.at> writes:
> The problem is that we are doing a lot of redundant work here. Oliver is
> working in d3d8, I'm working on ddraw, and you are working on moving all of
> them to wgl. At least your work on ddraw and d3d8 would be for nothing in the
> long term, and could be avo
Tim Savannah gmail.com> writes:
> + DWORD type = GetObjectType(hdc);where that patch placed it in the file
> allows opengl to work again.
I think this is fixed in CVS already. Which version of wine are you trying
with?
Try out the latest CVS if you can.
- Aric
Lionel Ulmer free.fr> writes:
>
> On Thu, Jan 12, 2006 at 02:17:11AM +0000, Aric Cyr wrote:
> > Most of the problems I've come across were GLXContext related... namely due
> > to a
> > problem in wine's wgl which causes an app to think there is a curren
erred
having to only modify wined3d, but I wanted to prevent as many
regressions as possible when I finally submit my changes, so I went
ahead and did ddraw along with d3d8 and wined3d.
Regards,
Aric
--
Aric Cyr (http://acyr.net)
Stefan Dösinger gmx.at> writes:
>
> Hi,
> > Basically, I am in the debug phase, and at this point most bugs have been
> > ironed out. That is, for dx9 stuff. I soon ran into problems/regressions
> > with dx8 or lower (including ddraw!). So I ended up repeating the (almost)
> > exactly same wo
Hi all,
Just wanted to chime in with a status update on my porting of wined3d to WGL.
Basically, I am in the debug phase, and at this point most bugs have been ironed
out. That is, for dx9 stuff. I soon ran into problems/regressions with dx8 or
lower (including ddraw!). So I ended up repeating
Louis. Lenders yahoo.co.uk> writes:
>
> I had the same problem. Problem is they crash when
> version is set to win2000. The default windows version
> used to be win98 up to a few months ago, if you switch
> back to win98, the bug you describe is absent. Louis
I believe I tried that, but it didn
I've been using some dx9 tutorial/demo apps that use the d3dx9.dll. I got this
dll off the net somewhere (d3dx9_27.dll to be exact). This is just a utility
library that has some helper functions for D3D apps, like font rendering etc.
Oliver has mentioned that he uses some of the same apps for te
Sergei Rozhkov mail.ru> writes:
>
> I think, I found a regression in msi (0.9.3 -> 0.9.4).
> When I launch Syberia's setup.exe there was 87:
> "fixme:ole:ITypeInfo_fnRelease destroy child objects",
> displayed InstallShield Wizard with empty progress bar and stuck.
> Than I tryed morrowind - aga
On 12/22/05, Raphael <[EMAIL PROTECTED]> wrote:
> On Friday 16 December 2005 02:26, Aric Cyr wrote:
> > Raphael club-internet.fr> writes:
> > > On Thursday 15 December 2005 19:55, Jesse Allen wrote:
> > >
> > You really don't need to use glXQuerySe
Tom Spear gmail.com> writes:
>
> Aric Cyr wrote:
> >>>I took a look at the D3D_OK hack, and I believe the problem to be
> >>>CheckDeviceFormat in wined3d/directx.c. This function should return an
> >>>error if
> >>>D3DFMT_D3
Joerg Mayer loplof.de> writes:
> On Wed, Dec 21, 2005 at 07:48:09AM +, Aric Cyr wrote:
> > Maybe I'll fire off an email to Turbolinux to see what they have to say,
> > although technically unless I purchase or receive their product I am not
> > directly entit
Tom Spear gmail.com> writes:
> Louis also hard coded D3D_OK into wine in the right spot and managed to
> get the program to go thru all benchmarks from 1-16, so wine is
> mis-reporting something there.
>
> If someone could take a look and propose a fix, it would be appreciated,
> seems to me
Tim Schmidt gmail.com> writes:
> The SpecOps folks have been contacted before, search the archives. As
> for Transgaming, they use a pre-LGPL fork of the Wine code, parts of
> which they've released under the Aladin Public License, parts under a
> BSD-like license, parts have never been released
Tom Wickline gmail.com> writes:
>
> On 12/20/05, Aric Cyr gmail.com> wrote:
> >
> > It sounds like there is hardly an issue here (provided they do as they
> > say)...
> > move along, nothing to see here. :)
>
> Your a trusting fellow I see.
>
&g
Troy Rollo troy.rollo.name> writes:
>
> On Wed, 21 Dec 2005 09:24, Tom Wickline wrote:
> > Yes I have read the licence just re read it for that matter...
> > So why no patches from SpecOps?
>
> It is not a requirement that patches be submitted - only that source code be
> made available. Patch
Oliver Stieber yahoo.co.uk> writes:
> Your right the mipmap level should only ever need to be set once, just after
> the texture is
> created. The problem is that this doesn't seem to work, at least with ATIs
> drivers this demo
> (http://www.codesampler.com/dx9src/dx9src_3.htm#dx9_texture_filter
I just have a couple wined3d code questions/comments that I'd like to clear up
and possible submit patches if my understanding is correct. If I am
misunderstanding the code please correct me.
1) basetexture.c:BindTexture()
Just _before_ we call glBindTexture we call glTexParameteri and either
Dan Kegel kegel.com> writes:
>
> I'm having trouble doing a cvs update from cvs.winehq.org
> lately. The connection is made, but nothing happens,
> even after a minute or so.
> The European site seems healthier.
> What's up?
>
> --
> Wine for Windows ISVs: http://kegel.com/wine/isv
>
>
I w
Louis. Lenders yahoo.co.uk> writes:
> Backtrace:
> =>1 0xb7eb77a0 (0xb7eb77a0)
> 2 0x7edc3794 IWineD3DImpl_FillGLCaps+0x68
> [/LFS/winecvs/wine/dlls/wined3d/directx.c:234] in
> wined3d (0x7edc3794)
>
> Anone an idea why they crash?
What does the file /LFS/winecvs/wine/dlls/wined3d/directx.c a
Roderick Colenbrander gmx.net> writes:
>
> > > Second the required 3d functionality is VERY limited. Basicly the
> only
> > > thing the videocard needs support is texturing which all cards do.
> >
> > But that's obviously wrong - the video *driver* also needs to support
> it.
> > And the
On 12/17/05, Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Wed, Dec 14, 2005 at 03:53:12AM +0000, Aric Cyr wrote:
> > So now I am stuck... if I use wglGetProcAddress for OpenGL extensions I get
> > crashes in most D3D9 applications. If I use glXGetProcAddress in wined3d
>
On 12/17/05, Segin <[EMAIL PROTECTED]> wrote:
> Aric Cyr wrote:
> James Liggett cox.net> writes:
>
>
>
> Hi Aric,
> If you see stack corruption like this, you might want to try compiling
> with optimization turned off. put the -O0 (a capital letter O followed
James Liggett cox.net> writes:
> Hi Aric,
> If you see stack corruption like this, you might want to try compiling
> with optimization turned off. put the -O0 (a capital letter O followed
> by a zero) flag in your CFLAGS when you run configure. I had a similar
> situation where gcc was using fuzz
Aric Cyr gmail.com> writes:
>
> I debugged it more last night and I found the offending call. If I comment
> out
> just that one (probably unneeded from what I can tell) function everything
> works
> great.
Replying to myself again...
Okay so I think this whole problem
Raphael club-internet.fr> writes:
>
> On Thursday 15 December 2005 19:55, Jesse Allen wrote:
> > Hi,
> >
> > It seems that the patch git-1399edb0925966a802a6a39835025c22c22c18e1.patch
> > found here
> > http://www.winehq.org/pipermail/wine-cvs/2005-December/019731.html causes
> > an opengl regre
Aric Cyr gmail.com> writes:
>
> Raphael club-internet.fr> writes:
>
> >
> > On Wednesday 14 December 2005 04:53, Aric Cyr wrote:
> > > 1) should the thunks returned from wglGetProcAddress be causing crashes at
> > > all? Note that they don
Raphael club-internet.fr> writes:
>
> On Wednesday 14 December 2005 04:53, Aric Cyr wrote:
> > 1) should the thunks returned from wglGetProcAddress be causing crashes at
> > all? Note that they don't crash right away, but "eventually" usually during
> >
Raphael club-internet.fr> writes:
>
> On Tuesday 13 December 2005 09:28, Stefan Dösinger wrote:
> > Am Dienstag, 13. Dezember 2005 04:25 schrieb Aric Cyr:
> > > What is slow with ATI cards? It seems that you should only need basic 3D
> > > acceleration to do wh
Hello all,
As I mentinoed in a recent post, I have almost completed the GLX->WGL
conversion. Last night I tracked down my last bug that was causing most of my
demo apps to fail.
It seems that the problem was the conversion from glXGetProcAddress to using
wglGetProcAddress. wined3d uses glXGet
Dan Kegel kegel.com> writes:
>
> On 12/12/05, Andreas Mohr rhlx01.fht-esslingen.de> wrote:
> > >http://kegel.com/wine/isv/
> >
> > Some important missing keywords/topics: "porting", "MFC", "Visual Basic",
> > "Unix", "win32", "api", "toolkit".
> > Those omissions alone would account for a >
Stefan Dösinger gmx.at> writes:
> least write access to /dev/mem, which is a HORRIBLE security risk. That's
> were OpenGL comes into play: It is hardware accellerated, and doesn't
> require /dev/mem access. But the drawback is, that it needs a 3D
> accellerator, and a decent driver. It works f
First just a quick update on my work converting wined3d from using glx to using
wgl. I have some (i.e. one :( ) basic dx9 demos working, and am trying to iron
out a bug I can't track down easily since it is crashing in the GL library (in
glDrawArrays) and I don't get a backtrace. I know the spot
be the way to
go, correct? I'll implement it that way so that opengl32.dll doesn't
get pulled into wined3d via IMPORTS.
It is not a big change anyways, since there are already glX function
pointers for some functions. I'll just change them all to their wgl
equivalents and add the standard functions as well.
--
Aric Cyr (http://acyr.net)
On 11/30/05, Tom Wickline <[EMAIL PROTECTED]> wrote:
> On 11/30/05, Aric Cyr <[EMAIL PROTECTED]> wrote:
> > David D. Hagood aeroflex.com> writes:
> >
> > >
> > > Does the Windows version of Mozilla need to be in place for the Mozilla
> > >
David D. Hagood aeroflex.com> writes:
>
> Does the Windows version of Mozilla need to be in place for the Mozilla
> Active X control to work, or is there a way to point the control at my
> Linux install of Mozilla?
>
>
Yup, you'll need to install a win32 version of mozilla. There is a dece
Raphael club-internet.fr> writes:
>
> On Tuesday 29 November 2005 22:46, L. Lenders wrote:
> > Just for the info: after some digging i found a quick
> > hack to get rid of the error: comment line 208 in
> > dlls/x11drv/opengl.c:
> >
> > //TEST_AND_ADD1(ppfd->dwFlags & PFD_STEREO,
> > GLX_STEREO)
Lionel Ulmer free.fr> writes:
>
> > Anyone have problems with me
> > submitting a patch which would move the relevant (i.e. not all) parts of
> > dlls/opengl32/wgl.h into include/wingdi.h?
>
> Not from me. It simply that when I did the OpenGL work, 'winelib' was not
> really a priority and so I
As the subject says, all of the WGL functions that should be declared in
wingdi.h are currently only found in dlls/opengl32/wgl.h. I ran across this
recently while working on getting wined3d to use wgl instead of glx directly.
Currently I work around it by including wgl.h and adding makefile incl
Raphael club-internet.fr> writes:
>
> On Sunday 27 November 2005 21:18, Andrei Barbu wrote:
> > D3DX9_26.DLL is missing. This is a D3D9 SDK release (they put one out
> > every month or so from what I've seen, with a new DLL that has the number
> > incremented). It's mostly like the original wit
On 11/25/05, Oliver Stieber <[EMAIL PROTECTED]> wrote:
>
> --- Aric Cyr <[EMAIL PROTECTED]> wrote:
>
> > Hi all,
> >
> > A while back I had started to work on, and mostly completed, converting
> > wined3d
> > to using WGL instead of directly a
Hi all,
A while back I had started to work on, and mostly completed, converting wined3d
to using WGL instead of directly accessing glX functions. That was a few months
ago, and it was a pretty big change, but not too difficult as WGL and GLX are
very similar.
However, my patch is now greatly out
Oliver Stieber yahoo.co.uk> writes:
> I think the ChooseVisuial fallback if either, the client glx version is 1.3 or
glXChooseFBConfig
> returns NULL is OK.
>
Falling back to glXChooseVisual() if glXChooseFBConfig() fails should be
sufficient. We probably should not depend on glx 1.3 only since
On 10/8/05, Jonathan Ernst <[EMAIL PROTECTED]> wrote:
> Le samedi 08 octobre 2005 à 10:47 +0900, Aric Cyr a écrit :
> > This is a simple patch to add a registry setting for a user's video
> > RAM which is used
> > by wined3d. Currently emulated_videoram is har
the Gentoo forums. Seems to be working for the majority of people
(including myself). It seems to reaffirm that the problem is indeed
the memory layout.
http://forums.gentoo.org/viewtopic-p-2509340.html#2509340
--
Aric Cyr (http://acyr.net)
gpg fingerprint: 943A 1549 47AC D766 B7F8 D551 6703 7142 C282 D542
On Mon, May 09, 2005 at 09:29:06PM +0200, Raphael wrote:
> On Monday 09 May 2005 11:09, Aric Cyr wrote:
> > Just a small patch to Raphael's recent CVS commit which added a much
> > better wglChoosePixelFormatARB() and friends. This patch fixes the
> > return value
board stuff too much, so let me know if there are
any problems with the patch, otherwise please commit it.
I also created a bug for this, and attached the patch there as well:
http://bugs.winehq.org/show_bug.cgi?id=2832
--
Aric Cyr (http://acyr.net)
gpg fingerprint: 943A 1549 47AC D766 B7F8
74 matches
Mail list logo