Re: HLSL Compiler and d3dcompiler_xx.dll

2010-04-14 Thread Jason Green
On Apr 14, 2010, at 1:48 PM, Matijn Woudt wrote: >> I think you want to test if the compiled shader works instead of the >> exact bytecode. Generating the same bytecode is probably way too hard, >> fragile to test, and most likely not worth the effort. > > I think I should go for exact bytecode a

Re: dbghelp: Make sure the ClientPointers flag is set correctly

2009-12-29 Thread Jason Green
On Dec 29, 2009, at 2:37 PM, Henri Verbeet wrote: > 2009/12/29 Jason Green : >> commit 317da09400946ca9f97361a47a227595c5bedfe3 >> Author: Eric van Beurden >> Date: Tue Dec 29 12:35:03 2009 -0500 >> >>Make sure the ClientPointers flag isn't set in

Re: [usp10 1/6] Fix an uninitialized static variable.

2009-12-17 Thread Jason Green
We both work for TransGaming, and these patches are officially from the company. On Dec 17, 2009, at 4:22 PM, James Hawkins wrote: > On Thu, Dec 17, 2009 at 1:19 PM, Jason Green wrote: >> Sorry, should have copied Eric van Beurden on this earlier. His name & >> email are

Re: [usp10 1/6] Fix an uninitialized static variable.

2009-12-17 Thread Jason Green
Sorry, should have copied Eric van Beurden on this earlier. His name & email are in the patch on the From: line. On Dec 17, 2009, at 4:07 PM, James Hawkins wrote: > On Thu, Dec 17, 2009 at 12:56 PM, Jason Green wrote: >> Yeah, I was just forwarding this from one of our o

Re: [usp10 1/6] Fix an uninitialized static variable.

2009-12-17 Thread Jason Green
Yeah, I was just forwarding this from one of our other internal developers. I just went back and noticed that he had a note here which said, "This patch isn't really necessary, and could be left off the submission to WineHQ." :-) On Dec 17, 2009, at 3:46 PM, Juan Lang wrote: > Hi Jason, > >

Re: [3/3] wininet: Add missing empty line to end of headers list

2009-06-05 Thread Jason Green
On Fri, Jun 5, 2009 at 6:21 AM, Alexandre Julliard wrote: > Jason Green writes: > >> @@ -4265,6 +4265,24 @@ static INT HTTP_GetResponseHeaders(LPWININETHTTPREQW >> lpwhr, BOOL clear) >>       } >>      }while(1); >> >> +    /* make sure the respon

Re: d3d9: Add some visual tests for Direct3DDevice9_StretchRect()

2008-04-01 Thread Jason Green
On Tue, Apr 1, 2008 at 5:45 AM, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Dienstag, 1. April 2008 07:20:44 schrieb Jason Green: > Did you take a look at the various capability flags? I think the test as you > submitted it is correct for dx9 level cards and drivers, but

Re: [dbghelp 4/10] Rewrite much of the symbol lookup method to work with Optimized PDB files as well

2008-01-24 Thread Jason Green
On Jan 23, 2008 3:38 PM, Eric Pouech <[EMAIL PROTECTED]> wrote: > Jason Green a écrit : > thanks for the sample files > how does this patch solve the issue ? > A+ > > diff --git a/include/wine/mscvpdb.h b/include/wine/mscvpdb.h > index 58627c0..8a22dfd 100644 > --- a/

Re: [dbghelp 4/10] Rewrite much of the symbol lookup method to work with Optimized PDB files as well

2008-01-23 Thread Jason Green
ote: > On Jan 23, 2008 8:14 AM, Jason Green <[EMAIL PROTECTED]> wrote: > > > > The attached archive contains 4 files: > > - 'emptyTest.exe': the optimized release build executable linked to > > 'emptyTest.pdb'. This should crash. > > - '

Re: [dbghelp 4/10] Rewrite much of the symbol lookup method to work with Optimized PDB files as well

2008-01-23 Thread Jason Green
On Jan 22, 2008 4:00 PM, Eric Pouech <[EMAIL PROTECTED]> wrote: > Jason Green a écrit : > > Re-responses from Eric van Beurden: > > > > > >> hmm I still don't get how, in a generic way symbols could overlap > >> the only think I could come up wi

Re: [dbghelp 4/10] Rewrite much of the symbol lookup method to work with Optimized PDB files as well

2008-01-22 Thread Jason Green
Re-responses from Eric van Beurden: > hmm I still don't get how, in a generic way symbols could overlap > the only think I could come up with if when static functions get > automatically inlined by the compiler, but that's rather a different > story (as I'd suspect the inlined function to be a sin

Re: [dbghelp 4/10] Rewrite much of the symbol lookup method to work with Optimized PDB files as well

2008-01-21 Thread Jason Green
Eric, below are the responses from Eric van Beurden, who wrote the patch. I merely split it up and removed a bunch of traces for submission to WineHQ. The problem is that all of our changes were done initially in just a couple of huge commits during the initial import of dbghelp instead of nice,

Re: Hmm. Cider and the LGPL

2007-08-30 Thread Jason Green
vited to respond to these types of articles and point them to our website and PR department. To my knowledge, I don't believe that these authors attempted to contact us prior to writing their articles. > That ought to calm the waters. > Nah, this is the Internet... there's always a storm brewing somewhere. ;-) Jason Green Developer, TransGaming, Inc.

Re: Hmm. Cider and the LGPL

2007-08-30 Thread Jason Green
ineHQ. There haven't been many recently since most of those components aren't heavily used by games. One of my roles at TransGaming is to make sure that patches to our LGPL'd folders make their way back here. Jason Green Developer, TransGaming, Inc.

Re: debugging help

2007-06-17 Thread Jason Green
On 6/18/07, Damjan Jovanovic <[EMAIL PROTECTED]> wrote: only appear in +snoop, not in +relay. And is there a way for a builtin DLL to LoadLibrary() the native DLL of the same name and call functions in it? It would be very useful in narrowing down the bug. You can definitely use LoadLibrary()

Re: iphlpapi: Only call res_init() once per process

2007-04-18 Thread Jason Green
On 4/18/07, H. Verbeet <[EMAIL PROTECTED]> wrote: On 18/04/07, Jason Green <[EMAIL PROTECTED]> wrote: > Original author: Mark Adams, TransGaming Technologies. > Why are you the one submitting this then, using a private mail address? (Are you even allowed to, for that matt

Re: Benchmarking Wine

2006-08-02 Thread Jason Green
On 8/2/06, H. Verbeet <[EMAIL PROTECTED]> wrote: On 02/08/06, Tom Wickline <[EMAIL PROTECTED]> wrote: > > As for 3DMark 05 and 06, they don't seem to think we support Pixel Shader 2.0, > > even when using GLSL, so I'm not sure how valuable those would be to > > benchmark in that state. I've come

Found a sample with source code of the broken character models/misplaced vertices

2006-07-31 Thread Jason Green
The SkinnedMesh sample from the dx8.1 sdk is broken in shader mode, but you have to change the caps to get anything to show up. In directx.c, I set MaxVertexBlendMatrices to 4 and MaxVertexBlendMatrixIndex to 0 (to match to caps of my machine in Windows), then launched the sample and switched to

Re: wined3d: More shader fixes / new instructions

2006-07-28 Thread Jason Green
the Settlers 2 demo were failing due to accessing too many constants. (Settlers 2 still doesn't render correctly due to not supporting multiple render targets, but that should be the last major roadblock for it) On 7/28/06, H. Verbeet <[EMAIL PROTECTED]> wrote: On 28/07/06, Jason Gr

Re: Broken character models in dx8/9 games in wined3d

2006-07-26 Thread Jason Green
On 7/26/06, Frank Richter <[EMAIL PROTECTED]> wrote: I thought more along the lines of "flip result.position.y", not changing the MVP matrix. I just sent a patch to wine-patches do just that. I thought that the broken character models would have been a related issue, but that is apparently n

Re: Broken character models in dx8/9 games in wined3d

2006-07-25 Thread Jason Green
Well, we discussed a few different ways of handling this, and here are the results: 1) We can flip the texture we get from the framebuffer in Device_LoadTexture. Getting images from the back framebuffer always are upside down, so we'll need to manually flip it before setting it as the next rende

Re: Broken character models in dx8/9 games in wined3d

2006-07-25 Thread Jason Green
On 7/25/06, H. Verbeet <[EMAIL PROTECTED]> wrote: Can't we just correct the texture coordinates / start writing the surface contents at the bottom? Also, if we use EXT_framebuffer_object instead, we probably won't have to use glCopyTexImage in the first place. No idea, but that's the type of a

Re: Broken character models in dx8/9 games in wined3d

2006-07-25 Thread Jason Green
On 7/25/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: Can we flip around the y axis in the shader? It's not quite so easy. At the moment in the case w/o shaders, we multiply the WORLDVIEW and/or PROJECTION matrices by a matrix that flips the y axis on the whole matrix, like so: 1 1 1 1 1

Broken character models in dx8/9 games in wined3d

2006-07-24 Thread Jason Green
I've spent a couple of days researching the issue of broken/upside-down character/object models in Wine in almost all newer games when you have vertex shaders enabled (Civ4, Half Life 2, Oblivion, Max Payne 2, etc.). I think I've boiled it down to a single case: When "device->renderUpsideDown" i

Re: wined3d: Fix regression from dynamic constants patch

2006-07-21 Thread Jason Green
I was getting ready to argue with you this point, but you made a comment on IRC that changed my mind: "I thought the idea was to support the full range of the hardware". And, you're right. :-) So, please ignore this patch for now - I'll re-work it over the weekend and resubmit. On 7/21/06, Iv

Re: wined3d: Implement more GLSL instructions

2006-07-21 Thread Jason Green
On 7/21/06, Chris <[EMAIL PROTECTED]> wrote: On Friday 21 July 2006 11:19, Jason Green wrote: > + /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ > + shader_addline(buffer, "tmp0.w = dot(vec3(tmp0), %s);\n", src1_str); > + shader_addli

Re: Winlib - Active Scripting

2006-07-19 Thread Jason Green
On 7/19/06, Dan Kegel <[EMAIL PROTECTED]> wrote: Hi Luc, I know of no issues (other than that this would restrict you to running on x86, but perhaps that's not an issue for you). I don't think anyone's done it before, but I could be wrong. On 7/19/06, Luc-Eric Rousseau <[EMAIL PROTECTED]> wrote:

Re: another wined3d compile fail

2006-07-19 Thread Jason Green
On 7/19/06, James Hawkins <[EMAIL PROTECTED]> wrote: make[2]: Entering directory `/home/jhawkins/wine/dlls/wined3d' ... gcc -c -I. -I. -I../../include -I../../include -I/usr/X11R6/include -D__WINESRC__ -D_REENTRANT -fPIC -Wall -pipe -fno-strict-aliasing -gstabs+ -Wpointer-arith -g -O2 -o direc

Re: Testing help needed: Pixel format whitelisting

2006-07-07 Thread Jason Green
On 7/7/06, Jason Green <[EMAIL PROTECTED]> wrote: On 7/1/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: Half Life 2, on the other hand, won't launch the level after the patch (at least with pixel shaders enabled). I've attached the d3d_caps logs grepped for "CheckDe

Re: Battlefront blending problem is fixed.

2006-06-28 Thread Jason Green
On 6/28/06, Jesse Allen <[EMAIL PROTECTED]> wrote: Hi Henri, You latest round of wined3d patches fixed the blending problem in SW Battlefront including blocky text. Now I can properly aim at targets. :) Yes, Henri, thanks again for this patchset. A *lot* more works now because of it. :-) Go

Re: Opengl states in wined3d

2006-06-26 Thread Jason Green
On 6/25/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: The way opengl states are managed in wined3d at the moment is a bit messy and inefficient. Agreed. :-) * Brute force applying opengl states is likely to re-set the old state unnecessarily. Opengl does not assure that redundant calls are

wined3d: Regression in DX8 SDK samples with VBO patch

2006-06-26 Thread Jason Green
http://source.winehq.org/git/?p=wine.git;a=commit;h=2122026713baa318093181607db79d7577f728e9 This patch breaks most of the DirectX 8 SDK Direct3D samples (Billboard, ClipMirror, Cull, etc.). It seems like most of the samples that use Shaders work fine, but those that don't are broken (misplaced

Re: wined3d: declaration/FVF conversion test

2006-06-25 Thread Jason Green
On 6/19/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: Does the windows box support shader model 3.0 ? The reason I keep asking about this is that MSDN talks about a ' pre-3.0' driver and a 3.0 driver, and I wanted to see if behavior was different. Just tested on my primary machine which has an N

Re: wined3d: declaration/FVF conversion test

2006-06-19 Thread Jason Green
On 6/15/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: Hi, I'm attaching test, which demonstrates incorrect behavior of SetFVF and SetVertexDeclaration. Windows converts one to the other and backwards (at least partially), and we do not such thing - this breaks at least 2 demos (dx9_hlsl_*) I'm po

Re: wined3d: GLSL Patch feedback requested

2006-06-13 Thread Jason Green
On 6/13/06, H. Verbeet <[EMAIL PROTECTED]> wrote: On 13/06/06, Raphael <[EMAIL PROTECTED]> wrote: > I only have one question: > i see you have a cache to reuse prgid in set_glsl_shader_program but what > happens if user/app change the shaders content (for example using > SetFunction) ? your pre

Re: [WINED3D 2/9] Add the bulk of the GLSL string generation functions

2006-06-09 Thread Jason Green
On 6/9/06, H. Verbeet <[EMAIL PROTECTED]> wrote: Is making the distinction between rgba and xyzw really needed? xyzw / rgba / stpq should be equivalent and the distinction is mostly for readability if you know the variable type. However, since you can't decided that purely based on whether someth

Re: wined3d: GLSL Patch feedback requested

2006-06-08 Thread Jason Green
/wine/civ4_glsl.png compared to: http://cmhousing.net/wine/civ4_ingame2.png and http://cmhousing.net/wine/civ4_3.png with current git and using regular ARB shaders. So, we at least know that this is going to help. :-) On 6/8/06, Jason Green <[EMAIL PROTECTED]> wrote: The current cumulati

wined3d: GLSL Patch feedback requested

2006-06-08 Thread Jason Green
The current cumulative patch is located here: http://cmhousing.net/wine/glsl_cumul.diff (This includes the recently submitted "Split constant loading out of drawPrim()" patch, which hasn't been applied to git yet) Before submitting, I plan to fix the following things: - Fix relative addressing

Re: wined3d: Another GLSL shader status update

2006-06-06 Thread Jason Green
On 6/6/06, Jason Green <[EMAIL PROTECTED]> wrote: I'll add a section to the DirectX-Shaders wiki page with an explanation soon, as well as make the comments in the source code more verbose (and/or link to the wiki where applicable). FYI - I just added a bunch to this page to get

Re: wined3d: Another GLSL shader status update

2006-06-06 Thread Jason Green
On 6/6/06, Mike Hearn <[EMAIL PROTECTED]> wrote: On Sun, 04 Jun 2006 12:04:21 -0400, Jason Green wrote: Re: the recent discussion on code commenting and documentation, it'd be nice if the patch explained this somewhere. It'd be even nicer still if at some point one of you guys co

Re: wined3d: Another GLSL shader status update

2006-06-04 Thread Jason Green
On 6/4/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: +/* Declare textures samplers */ +for(i = 0; i < /*This->baseShader.limits.texture */ 4; i++) { +//if (reg_maps->texcoord & (1 << i)) +shader_addline(buffer,"uniform sampler2D mytex%lu;\n", i); +} What's the pro

Re: wined3d: Another GLSL shader status update

2006-06-04 Thread Jason Green
On 6/3/06, Phil Costin <[EMAIL PROTECTED]> wrote: Hi Jason, Can you just clarify for my why you are changing the D3DVS_VERSION() and D3DPS_VERSION() to 3.0 for SHADER_ARB in the caps section of directx.c? Sorry, that snuck in. There are some 2.0 shaders that can be handled by ARB already, so

wined3d: Another GLSL shader status update

2006-06-03 Thread Jason Green
Well, I've fixed the speed issues with using GLSL (it's now just as fast as ARB shaders for the ones that actually work correctly) and gotten a few other things to work correctly. However, I'm still having issues with certain pixel/vertex shader combinations. Ohsix caught on that it may have to

Re: FW: RE: My 1.0 wish list

2006-06-03 Thread Jason Green
On 6/3/06, EA Durbin <[EMAIL PROTECTED]> wrote: This problem in MSI spans a multitude of bugs. ATI demo(Rendering With Natural Light ) - bug # 4712? I noticed yesterday that just about every ATI Demo had similar installer problems. Just try a few from here if you need some quick test cases:

wined3d: GLSL shader status

2006-05-29 Thread Jason Green
I'm working on the conversion from DirectX pixel and vertex shaders to GLSL function and have made a good bit of progress this weekend. At the moment, I'm able to run just about every simple vertex shader (version <= 1.4, and a few 2.0's) that I can find which already works on ARB_vertex_program

Re: WineD3D: dynamicly load GL_ARB_multitexture functions

2006-05-25 Thread Jason Green
On 5/25/06, Roderick Colenbrander <[EMAIL PROTECTED]> wrote: This patch will dynamicly load the needed GL_ARB_multitexture functions, adds the needed function prototypes and defines to wined3d_gl.h and gets rid of a GL_VERSION compile check. The patch also removes a few lines of code in drawp

WineD3D patches for review and discussion - not to be applied as-is.

2006-05-25 Thread Jason Green
my stuff at pastebin. :-) None of this code changes anything for the end-result ARB_vertex/fragment_program. It only generates GLSL if you have this regkey: HKLU\Software\Wine\Direct3D\UseGLSL = "enabled" >From nobody Mon Sep 17 00:00:00 2001 From: Jason Green <[EMAIL PROTECT

Re: wined3d: Allow vertex shaders to generate GLSL shaders [Take Two]

2006-05-18 Thread Jason Green
On 5/18/06, H. Verbeet <[EMAIL PROTECTED]> wrote: On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote: +/* We will check for errors later when we try to use the program */ Lets not do that. Assuming you're talking about inside drawPrimitiveDrawStrided, that's goi

Re: wined3d: Allow vertex shaders to generate GLSL shaders

2006-05-17 Thread Jason Green
On 5/18/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: > +/* Create the uniforms (aka constants) */ > +shader_addline(&buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float); > +/* TODO - Add varyings, attributes, etc. */ > + Shouldn't this go into the "g

Re: [WINED3D 13/13] Further split GLSL & ARB_v/f_program generation and allow GLSL functions to be called.

2006-05-10 Thread Jason Green
On 5/10/06, H. Verbeet <[EMAIL PROTECTED]> wrote: I think it would be best not to have USING_GLSL checks at several different places in the code. The function signatures are the same, so it wouldn't be that hard to just pass a pointer to the correct function. True, it could be combined better

Re: Wine installation on Ubuntu Dapper

2006-05-09 Thread Jason Green
On 5/9/06, Marco Eminente <[EMAIL PROTECTED]> wrote: Thanks to suggestions from Vitaliy Margolen, Neil Skrypuch and Scott Ritchie I downloaded and manually installed 32 bit libraries I've found that the only truly clean way to build Wine in Ubuntu AMD64 is to use a chroot environment. Google o

Re: D3D Pixel/Vertex shader discussion (for shader model 2.0+)

2006-05-08 Thread Jason Green
On 5/8/06, Aric Cyr <[EMAIL PROTECTED]> wrote: Out of curiosity, is anyone working on a HLSL->GLSL compiler? This seems like a large, non-trivial part of shader model 3 that would be required for Wine to properly implement HLSL. At the moment, the d3d9x_##.dll files are shipped with games and

Re: [WINED3D 8/8] Add TRACE output of full shader strings for both pixel and vertex shaders

2006-05-06 Thread Jason Green
On 5/5/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: I think we should do the opposite, and get rid of the one that's already there. The shader output is already produced once by the addline traces, and they're better because (1) they have proper trace prefix, and (2) they show you the line numb

Re: [WINED3D 1/8] Place number of textures/addresses and temps used inside the baseShader struct to prepare for merging of GenerateShader routine.

2006-05-06 Thread Jason Green
On 5/5/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: Merging things between pixel and vertex shaders is the right idea, but we need to think about supporting multiple output targets as well - arbfp/arbvp vs glsl. Any shader_addline() being called is output target specific. Yes, you are correct,

Re: D3D Pixel/Vertex shader discussion (for shader model 2.0+)

2006-05-04 Thread Jason Green
On 5/4/06, Raphael <[EMAIL PROTECTED]> wrote: Only one "technical thing", how you expect to determin if you need GLSL or if ARB_vertex/ARG_fragment is suffcient ? 1 - always use GLSL when available, else try ARB compat code ? 2 - try to use ARB when possible, else switch to GLSL ? 3 - choos

D3D Pixel/Vertex shader discussion (for shader model 2.0+)

2006-05-04 Thread Jason Green
Quite a few of us in #winehackers have been discussing and working on pixel and vertex shaders for the last month or so. However, due to time zone differences, we don't always get to participate in the discussions, so it's tough to keep track of who's doing what and what the real game plan is. S

Re: wined3d: move traces into D3DFmtMakeGlCfg and fix FIXME for depth/stencil buffer "not found"

2006-04-13 Thread Jason Green
On 4/13/06, Christoph Frick <[EMAIL PROTECTED]> wrote: > License: LGPL > ChangeLog: > 2006-04-12 Christoph Frick <[EMAIL PROTECTED]> >* dlls/wined3d/device.c >move traces into D3DFmtMakeGlCfg and fix FIXME for depth/stencil >buffer "not found" Part of this is already in my

Re: [WINED3D] Map D3DFMT_L16, D3DFMT_A16B16G16R16 to OpenGL formats

2006-04-10 Thread Jason Green
On 4/10/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: > Map: > > D3DFMT_L16 -> GL_LUMINANCE16_EXT > D3DFMT_A16B16G16R16 -> GL_RGBA16_EXT > as Raphael suggested. Assuming this mapping is correct, you should also add these formats here: http://source.winehq.org/git/?p=wine.git;a=blob;h=056c6fb76dd77

Re: d3d: unhandled texture formats

2006-04-04 Thread Jason Green
On 4/4/06, Raphael <[EMAIL PROTECTED]> wrote: > On Tuesday 04 April 2006 12:48, Ivan Gyurdiev wrote: > > The F.E.A.R and BF2 demos crash immediately after complaining about: > > fixme:d3d:D3DFmtGetBpp Unhandled fmt(36,WINED3DFMT_A16B16G16R16) > > fixme:d3d:debug_d3dformat Unrecognized 81 D3DFORMAT!

Re: Wined3d/OpenGL question

2006-04-04 Thread Jason Green
On 4/4/06, H. Verbeet <[EMAIL PROTECTED]> wrote: > I think the first thing you should do, is to verify that it's the call > to glDrawElements() that's generating the errors. glGetError just > check if an error flag is set, but if an error flag is set it doesn't > neccesarily mean the call right bef

Wined3d/OpenGL question

2006-04-04 Thread Jason Green
I may be barking up the wrong tree here, but I'm trying to debug the cause of a 502 error ( GL_INVALID_OPERATION ) from glDrawElements() in drawprim.c (line 1251). This is for Civilization 4 using both hardware vertex & pixel shaders. I've only noticed this error when it is passed GL_TRIANGLES wi

Re: OT: General behaviour of the community (from 'Why winetools is utterly useless, once and for all')

2006-03-29 Thread Jason Green
On 3/29/06, Dr J A Gow <[EMAIL PROTECTED]> wrote: > I was interested to read several comments on this list in respect of such > comments as 'IQ of zero'. Such comments were the final straw in leading me to > take this action. Thank you. It sometimes takes a thick skin to ignore the petty and chil

Re: I have a complaint about the website

2006-03-27 Thread Jason Green
On 3/27/06, Segin <[EMAIL PROTECTED]> wrote: > Due to the current state of Wine, plus it's archjitechure, Even if a > virus was found, it is much easier to remove. > > If the virus is a memory-resident kind, you can do pkill -9 wine as root > or your user and shut down ile essentially killing said

Re: May be a bad idea to have Winetools in the next SUSE release

2006-03-11 Thread Jason Green
On 3/11/06, Tony Lambregts <[EMAIL PROTECTED]> wrote: > In simple terms we get WineTools to query the AppDB with an application name > (ie > somename.exe) and we return a list of applications for the user to choose from > and the after the user selects the program WineTools gets the appropriate >

Re: AlphaImageLoader - tranparent pngs 4 IE

2006-03-08 Thread Jason Green
On 3/8/06, Axel Huizinga <[EMAIL PROTECTED]> wrote: > Did anybody get DXImageTransform.AlphaImageLoader working > to render transparent png in IE on wine? If I recall correctly, transparent .PNG's don't even work in IE on Windows (at least until the upcoming IE7.0).

Fwd: Can't run DirectX games on x86_64 biarch Linux

2006-03-08 Thread Jason Green
On 3/8/06, Willie Sippel <[EMAIL PROTECTED]> wrote: > [...] > I also build Wine on an amd64 system (running gentoo/ amd64), no problems. But > there's one thing I noticed a while ago: Wine continues to compile and > install even if some of the DLLs won't compile. I had this a few times in the > pas

x11drv: [PATCH] for X_SetClipRectangles clipping crash

2006-02-16 Thread Jason Green
While running Quickbooks Pro 99, WINE would crash every time I changed an existing transaction and clicked "Next" or "Prev", then answered Yes to save changes. It gave the following error: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 59 (