On 03/27/2011 10:58 PM, Dmitry Timoshkov wrote:
Joshua Beck wrote:
Or even better:
+for(i = 0; i< 144; i+=4)
+{
+vertices[i ] *= width;
+vertices[++i] *= height;
+vertices[++i] *= depth;
+}
There shouild be i + 1 and i + 2 instead of two
On 3/27/2011 11:08 AM, Joris Huizer wrote:
But you are changing the values during the function:
+
+for(i = 0; i< 24; i++)
+{
+vertices[6 * i] *= width;
+vertices[6 * i + 1] *= height;
+vertices[6 * i + 2] *= depth;
+}
+
On a side note, you could rearran
On 03/20/2011 05:42 PM, Stefan Dösinger wrote:
Wrt this specific function we already have some related infrastructure for
D3DXLoadSurfaceFrom* . Also other parts of Wine(gdi32.dll, windowscodecs.dll)
have functions for handling various on-disk file formats which can(and should)
be used. (That's j
On 03/22/2011 05:55 AM, Henri Verbeet wrote:
On 22 March 2011 08:59, Joshua Beck wrote:
What do you think?
Does the pglXMakeCurrent() call a few lines above succeed? We should
probably check the result of that call.
It doesn't succeed. I added some FIXMEs to the code to get o
I've been trying to run wine with a few games, and I've been getting a
similar error and backtrace with all of them. Here's the relevant info:
wine: Unhandled page fault on read access to 0x at address
0xf748c110 (thread 0043), starting debugger...
Unhandled exception: page fault
mbers.
After doing so, I could make the D3DX10 versions of the functions by
modifying the D3DX9 patch’s code. I could also write a conformance test
to make sure that the functions are implemented correctly in D3DX10.
Joshua Beck
nt numbers.
After doing so, I could make the D3DX10 versions of the functions by
modifying the D3DX9 patch's code. I could also write a conformance test
to make sure that the functions are implemented correctly in D3DX10.
Joshua Beck
On 3/20/2011 1:02 PM, Stefan Dösinger wrote:
On Sunday 20 March 2011 18:15:20 Joshua Beck wrote:
I'm looking for feedback on an idea for a Google Summer of Code project.
Cool, thanks for your interest!
I looked at bugzilla and found that the D3DX9 versions of
Float16To32Arra
mbers.
After doing so, I could make the D3DX10 versions of the functions by
modifying the D3DX9 patch’s code. I could also write a conformance test
to make sure that the functions are implemented correctly in D3DX10.
Joshua Beck
My last two emails to this list haven't been accepted. I think I figured
out the reason why. Instead of resending the last email I sent, which
might make it look like I'm spamming, I'm sending this test email instead.
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