Re: [1/2] wined3d: unbound texture units should sample black instead of white.

2010-07-01 Thread Fabian Bieler
On Thursday 01 July 2010 17:19:42 Stefan Dösinger wrote: > Am Donnerstag 01 Juli 2010 16:54:08 schrieb Fabian Bieler: > > -glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, > > GL_LUMINANCE, > > GL_UNSIGNED_BYTE, &white); > > > +glTexImage2D(G

Re: Time to revert bad commits?

2008-06-03 Thread Fabian Bieler
On Tuesday 03 June 2008 10:42:39 you wrote: > Am Dienstag, 3. Juni 2008 10:02:26 schrieb Fabian Bieler: > > The shader compiler can also do better optimization with hard-coded > > constants (particularly if the constants are 0 or 1). I've seen the > > nvidia-compile

Re: Time to revert bad commits?

2008-06-03 Thread Fabian Bieler
On Monday 02 June 2008 12:04:54 Stefan Dösinger wrote: > Am Montag, 2. Juni 2008 11:57:21 schrieb Ivan Gyurdiev: > > The patch being reverted seems interesting - it basically undoes a prior > > effort to get local constants into the same namespace as global ones due > > to relative addressing. I as

Re: [5/7] wined3d: Fix glsl texbem instruction for projective textures

2007-03-22 Thread Fabian Bieler
On Thursday 22 March 2007 20:34, H. Verbeet wrote: > On 22/03/07, Fabian Bieler <[EMAIL PROTECTED]> wrote: > > +shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, > > coord_mask, sampler_idx, coord_div_mask); > > Are you sure that's

Re: wined3d: Implement vertex fog with pixel shaders

2007-03-16 Thread Fabian Bieler
On Friday 16 March 2007 08:40, H. Verbeet wrote: > Did you check if the clamping is required? Which clamping do you mean, the clamping in the vertexshader I removed or the clamping in the fragmentshader I added? The clamping I removed in the vertexshader is not required: If we use opengl's fixed

Re: fog with pixel shaders < 3.0

2007-03-12 Thread Fabian Bieler
I investigated the issue a bit further. Henri was right, the solution is much simpler than I initially thought. :) On Monday 12 March 2007 12:56, you wrote: > Am Montag 12 März 2007 10:35 schrieb Fabian Bieler: > > With pixel Shaders < SM 3.0, the fixed function fog calculat

fog with pixel shaders < 3.0

2007-03-12 Thread Fabian Bieler
Hello! I'd like to get fog working in conjunction with pixel shaders 2.0 or earlier. The problem is that said shaders don't replace the fog stage in Direct3D. Adding the necessary fog calculations to a GLSL fragment shader is trivial, however, this results in a dependency of the shader on the cu

Re: wined3d: Implented signed texture formats via NV_TEXTURE_SHADER

2007-03-11 Thread Fabian Bieler
On Saturday 10 March 2007 23:20, Frank Richter wrote: > On 10.03.2007 15:02, Fabian Bieler wrote: > > +static const PixelFormatDesc NV_texture_shader_formats[] = { > > +{WINED3DFMT_V8U8,0x0,0x0,0x0,0x0 > >,2 ,FALSE

Re: wined3d: Set wrapmode for cubemags to clamp regardeless of the sampler state

2007-03-10 Thread Fabian Bieler
> Am Samstag 10 März 2007 15:02 schrieb Fabian Bieler: > > This Patch forces GL_CLAMP_TO_EDGE on all cubemaps. > > > > I tested this on XP with some Radeon X1???. > > > > Also, this fixes some renderissues Half-Life 2. > Say, does that fix the strange q

Re: wined3d: Implented signed texture formats via NV_TEXTURE_SHADER

2007-03-10 Thread Fabian Bieler
> Am Samstag 10 März 2007 15:02 schrieb Fabian Bieler: > > This patch implements D3DFMT_V8U8 and D3DFMT_Q8W8V8U8 via > > NV_TEXTURE_SHADER. This fixes some renderissues in Half-Life 2 with the > > DirectX9 path and the DirectX8 path via GLSL. > What do those formats provi

Re: [2/2] wined3d: IWineD3DDeviceImpl_UpdateSurface: return D3DERR_INVALIDCALL if source and dest format do not match

2007-03-09 Thread Fabian Bieler
Please ignore this patch.

Re: Settlers II: 10th Anniversary regression?

2007-03-05 Thread Fabian Bieler
On Tuesday 06 March 2007 05:02, Markus wrote: > On Monday 05 March 2007 17:30, you wrote: > > > I already updated the Wiki to reflect the settings I had to use under > > > 10.2. > > > > -m32 is fully automatic detected in configure, it is not necessary to > > mention. > > I cannot confirm this. Whe

Re: [PATCH] user32: do not call NULL message callback

2007-02-24 Thread Fabian Bieler
On Saturday 24 February 2007 17:30, you wrote: > Fabian Bieler wrote: > > Windows silently ignores NULL pointers supplied to SendMessageCallback as > > callback function. > > A testcase would be nice. > > Felix The only way I know of to test this behavior would be

Re: Bug 4791 - Civ4 crashes because of recent explorer/systray changes

2007-02-06 Thread Fabian Bieler
Hello! In my last mail I confused a few message types. However, I think I know why this bug occurs. Apparently windows silently ignores nullpointer callbacks passed to SendMessageCallback (although it does deliver the message). Fabian

Bug 4791 - Civ4 crashes because of recent explorer/systray changes

2007-02-04 Thread Fabian Bieler
Hello! I tried to look into Bug 4791 (Civ4 crashes because of recent explorer/systray changes http://bugs.winehq.org/show_bug.cgi?id=4791 ). Pretty early during initialization (before the application creates any windows itsself) a WM_FONTCHANGE message is broadcasted. The only window to which t

Probing videoram using ATIFGLEXTENSION

2006-10-05 Thread Fabian Bieler
n ATI card could test the patch. Alternatively, I attached a small test program which just prints the amount of videoram to stdout and uses the same code as the patch. Fabian From c1b2f368aa4580faef68cc0eaff0c5387e3eb8bf Mon Sep 17 00:00:00 2001 From: Fabian Bieler <[EMAIL PROTECTED]> Date:

Re: DirectX9 and Halflife2

2005-10-25 Thread Fabian Bieler
For me steam works if I use transgaming's mozcontrol with wine: http://downloads.transgaming.com/mozilla_control_downloads/ (freely available under the MPL) However it is somewhat unstable. Fabian On Tuesday 25 October 2005 01:19, Ivan Gyurdiev wrote: > Roderick Colenbrander wrote: > >> How is it

Re: x11drv: allow removing of managed_prop

2005-10-18 Thread Fabian Bieler
On Wednesday 19 October 2005 02:02, Fabian Bieler wrote: > This patch removes window decorations in kde from windows which are not > initially created with WS_POPUP style or similar but later altered via > SetWindowLong. > > Examples for this are tooltips in wxwindows apps

Re: [PATCH] wined3d VideoRam registry setting

2005-10-16 Thread Fabian Bieler
On Sunday 16 October 2005 23:34, Fabian Bieler wrote: > OK, here I go again: > This is a small C program which should get the videoRam using the > NV-CONTROL and ATIFGLEXTENSION extensions. As I only have a nVidia card, > could someone with an ATI card (and the fglrx driver) plea

Re: [PATCH] wined3d VideoRam registry setting

2005-10-16 Thread Fabian Bieler
OK, here I go again: This is a small C program which should get the videoRam using the NV-CONTROL and ATIFGLEXTENSION extensions. As I only have a nVidia card, could someone with an ATI card (and the fglrx driver) please test this? Fabian getvram.tar.gz Description: application/tgz

Re: [PATCH] wined3d VideoRam registry setting

2005-10-16 Thread Fabian Bieler
On Sunday 16 October 2005 17:22, Oliver Stieber wrote: > ATI and NVidia both have extensions to X that return the total video memory > on the card, other options include using code from the DRI project, and > I've got some very old dos code for some Matrox cards. Since there is no > standard way to

Re: [PATCH] wined3d VideoRam registry setting

2005-10-16 Thread Fabian Bieler
On Sunday 16 October 2005 13:06, Stefan Dösinger wrote: > Another update: The reason why the script is not working is the vendor > string - it's "Gentoo (The X.Org Foundation 6.8.2, revision r4-0.1.10.2)" > for me. Maybe a not so strict check against it would do it. This should fix that problem.

Re: [PATCH] wined3d VideoRam registry setting

2005-10-16 Thread Fabian Bieler
Hello! You can get the amount of videoRam from the x-server log (python script attached). This is a little unsafe since the video driver is responsible for logging this info and I don't know if my script works on the format of all drivers. Also, certain drivers (fbdev) don't output this at all.