Hello,
firstly, I'm sorry for posting in the 3 lists ... I don't know if it is a
bug or if some developer can help me.
I comment my problem, I've used a game named FML (football manager live)
with wine previously, it worked (months ago), I don't remember the version
of FML client and wine version :
s out. You have proved my theory correct, so I'll see
> about making a patch which will correct CheckDeviceFormat(). Basically that
> whole function needs a re-write, so I'd rather do it
way off) and stablizing it
> before it gets much more unwieldy is due. I'm also willing to help with such
> a
> task if there is a consensus that it should be done.
>
I'm just about to start tidying up directx.c, or a
ainst a local buffer.
One of the main reasons for the slowness is that the data is being sent over
the pci buss and not
via AGP. An old ATI driver < 8.18 used double buffering to improve the
performance, but turning on
double buffering doesn't help with newer drivers.
Oliver.
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> SetVertexShader & SetPixelShader should not change the shader's
> refcount. Verified on win2k, DirectX 9.0c.
>
> Changelog:
> - Don't change the shader's refcount in SetVertexShader & SetPixelShader
> > 26c6ae144c6f7e40f7a7c6e3059851819ecf
> di
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> SetVertexShader & SetPixelShader should not change the shader's
> refcount. Verified on win2k, DirectX 9.0c.
>
> Changelog:
> - Don't change the shader's refcount in SetVertexShader & SetPixelShader
> > 26c6ae144c6f7e40f7a7c6e3059851819ecf
> di
ill depend on these dlls.
>
You can usually link d3dx9.dll to d3dx9_foo.dll without any problems.
Regards,
Oliver.
>
>
> Thanks,
> Andrei
> >
>
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ems.
> Wasn't there also the idea of running WineD3D in Vista to allow the new 3D
> Desktop to run with full OpenGL support? I think Oliver mentioned this
> somewhere.
So long as the dll doesn't need to be signed (or we can find someone to sign
it!)
to waste (a lot!) of my time.
If wines WGL implementation is fully implemented then it may be a good idea
switching to wgl, a
wgl implemenatation would also make debugging much easier because wined3d can
be run under windows
to isolate problems.
Nick Burns also started work on a wgl version
eds correcting but I think the other colours are correct, at
least the 888 oned
and 1555 texture formats.
Ghost recon is also affected by this http://bugs.winehq.org/show_bug.cgi?id=3779
Oliver.
> Stefan
>
>
>
___
The code was coppied from d3d8 so I asssumed it was correct, I'll go through
and recheck
everything.
Thanks,
Oliver.
--- Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
>
> > +typedef FLOAT D3DMATRIX44[4][4];
> > +typedef FLOAT D3DMATRIX43[4][3];
> > +typedef FLOAT
--- Daniel <[EMAIL PROTECTED]> wrote:
> On Tue, Nov 22, 2005 at 02:05:07PM +0000, Oliver Stieber wrote:
> > >From ATI's documentation on pbuffers, but still about glx and X11
> > [...]
> > To use pbuffers, you need a custom version of "libGL.so.1.
on
calls.
To use pbuffers, you need a custom version of "libGL.so.1.2" installed -
including our GLX 1.3 emulation code. Our driver installation tool will
automatically do that for you.
NOTE: Your application will report GLX version 1.2 on glXQueryVersion.
--- Raphael <[EMAIL PROTECTED]> wrote:
> On Monday 21 November 2005 12:30, Oliver Stieber wrote:
> > --- Raphael <[EMAIL PROTECTED]> wrote:
> > > On Sunday 20 November 2005 18:28, Daniel wrote:
> > > > Hi,
> > > >
> > > > to Oli
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> > Any idea what NVBF format is? Creating the texture anyway doesn't seem to
> > help so there are
> other
> > things stopping Battlefiel 2 from starting.
> >
> > Oliver.
> >From what
--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> On 11/20/05, Oliver Stieber <[EMAIL PROTECTED]> wrote:
> > > This one could get rough. Microsoft Games. The intro is a WMV (Wine skips
> > > it
> > > completely), the music hangs (filed bug 3853),
--- Raphael <[EMAIL PROTECTED]> wrote:
> On Sunday 20 November 2005 18:28, Daniel wrote:
> > Hi,
> >
> > to Oliver Stiebel and anyone else interested:
> > I reported about a bug in wine 20050930 in October. Then Oliver suggested
> > he might write a lit
--- Willie Sippel <[EMAIL PROTECTED]> wrote:
> Am Sonntag, 20. November 2005 18:35 schrieb Oliver Stieber:
> > --- Willie Sippel <[EMAIL PROTECTED]> wrote:
> > > Out from Boneville, Telltale Games
> > > Shows a black screen as soon as it enters D3D mode -
--- Jonathan Ernst <[EMAIL PROTECTED]> wrote:
> Le dimanche 20 novembre 2005 à 18:57 +0100, [EMAIL PROTECTED] a écrit :
> > On Sun, 20 Nov 2005 18:33:53 +0100, Oliver Stieber
> > <[EMAIL PROTECTED]> wrote:
> >
> > > I've just tried at it app
just crashes (installer _and_
> game). ;-)
Those odd formats are stopping Battlefiel 2 from starting too, so it's handy
having another test
case!
Oliver.
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--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sun, Nov 20, 2005 at 07:06:29PM +0100, seorge wrote:
> > Yes, it's kill MBR when run it as a regular user.
>
> Can you paste the result of 'ls -l /dev/hda*' and also the result of 'groups'
> in a mail ?
brw-rw 1 root disk 3, 0 Nov 20 17:02
--- Willie Sippel <[EMAIL PROTECTED]> wrote:
> Am Sonntag, 20. November 2005 17:50 schrieb Oliver Stieber:
> > Hi,
> >
> > I've updated the directX 8 wrapper with a load more bug fixes notably Max
> > payne 2 now works correctly. For anyone who's i
ave wiped my MBR logged in as a normal User
in wheel group.
If this is the problem then I purchsed a new drive because of it last month.
Oliver.
>
> Ciao, Marcus
>
>
>
>
>
>
> ___
&g
Hi,
I've updated the directX 8 wrapper with a load more bug fixes notably Max
payne 2 now works
correctly. For anyone who's interested the update patch is avaialble here:
https://sourceforge.net/project/shownotes.php?release_id=371929&group_id=134206
T
Hi,
I've got a patch that displays timings between debug messages with
TRACE+interval enabled that
I'm using for some profiling and thought someone else may be interested.
The patch is against dlls/ntdll
;fileinfo
Oliver.
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Hi,
Just a quick question about adding MDI/sub window support to DirectX, is
it ok to just get
the
DC of the window and then blit a dib over it or is there a faster/better way?
What are we doing
about drawing window borders?
Oliver
he main menu(The
> in-game graphics are fine). The new driver brought quite an performance
> improvement in some games(gl117 is faster), some games feel faster, like
> Warcraft III in OpenGL mode(I haven't checked the fps).
Performance increases are nice so long as they don't bre
tx(0x10d18,1),
for
attr(attr:0x3b,form:0xb)
trace:dbghelp_dwarf:dwarf2_parse_attr (attr:0x3b,form:0xb)
trace:dbghelp_dwarf:dwarf2_parse_attr data1<67>
trace:dbghelp_dwarf:dwarf2_parse_subprogram Unhandled attr at ctx(0x10d21,1),
for
attr(attr:0x40,form:0xa)
trace:dbghelp_dwarf:dwarf2_parse_attr (attr:0x40,fo
le using the X11
> engine we currently have).
Hi,
Does this fix bug http://bugs.winehq.org/show_bug.cgi?id=2666 including the
problems with
warblade?
Oliver.
> Lionel
>
> Changelog:
> - use the front buffer palette for DC operations on off-screen buffers
>
> --
>
--- Peter Berg Larsen <[EMAIL PROTECTED]> wrote:
>
> On Mon, 7 Nov 2005, Oliver Stieber wrote:
>
> >> Except for the fuzzyness (which is not there running windows) I
> >> cannot see eny difference.
>
> > Can you send me a screen shot.
>
>
--- Peter Berg Larsen <[EMAIL PROTECTED]> wrote:
>
> On Mon, 7 Nov 2005, Oliver Stieber wrote:
>
> > I would be greatfull if anyone with DirectX 8 games or applications that
> > currently work or
> they
> > would like to get working could test the patch
--- Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
>
> > I would be greatfull if anyone with DirectX 8 games or applications that
> > currently work or
> they
> > would like to get working could test the patch and report back any errors
> > they come across.
> >
> Before patch:
> Warcraft 3 not p
--- Oliver Stieber <[EMAIL PROTECTED]> wrote:
The if (coordIdx > 15) warning is incorrect as generated coordinates can have
coordIdx > s that
are much higher, this can be verified by running the fr-025-final2 demo
(http://www.scene.org/file.php?file=/demos/groups/farb-rausch/fr-02
h DirectX 8 games or applications that
currently work or they
would like to get working could test the patch and report back any errors they
come across.
The patch is against Wine cvs 2005-11-05 and can be downloaded from
https://sourceforge.net/project/shownotes.php?release_id=368929 for the
games may have problems with that this sizzle on
> input params)
>
Having slept on the problem I don't think many games (if any) are going to use
ARGB colours for
anything other than the diffuse and specular colour inputs, all the textures
will be in
--- Oliver Stieber <[EMAIL PROTECTED]> wrote:
>
> --- Raphael <[EMAIL PROTECTED]> wrote:
>
> > Hi,
> >
> > Changelog:
> > - defined D3DCOLOR_B macros to access byte values of D3DCOLOR
> > - use D3DCOLOR macros instead of using shift + m
utput and not just the input colours, that should also
get around the
is_colour problem.
> Todo:
> - check shader declaration while compiling VShader to value is_color
> parameter (Oliver have you an idea how to do that ?)
> - implement a fixup code for drawPrimitiveSlow and
software branch of this method wants).
>
> any ideas?
You need to swizel the colour on the outputs of the vertex shader from BGRA to
RGBA.
Oliver.
>
> --
> cu
> >
>
___
--- Oliver Stieber <[EMAIL PROTECTED]> wrote:
> Date: Mon, 31 Oct 2005 15:00:43 + (GMT)
> From: Oliver Stieber <[EMAIL PROTECTED]>
> Subject: Re: Half-Life 2 / Counter-Strike: Source under Wine
> To: James Liggett <[EMAIL PROTECTED]>
>
>
> ---
seems very slow, even for DrawStridedSlow but DrawStridedSlow will be
superseded as soon as
the colour fixups are in place.
Oliver..
>
> Stefan
>
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--- "H. Verbeet" <[EMAIL PROTECTED]> wrote:
> > One other Question: How slow is DrawStridedSlow? WineD3D uses it because of
> > the diffuse ans specular colors. Currently I get only one useable vertex
> > into
> > DrawIndexedPrimitiveVB from ProcessVertices, the other 5 to draw have their
> > va
sList,
it seems like something's not being cleaned up properly.
I've got some more notes on the problem kicking around somewhere.
Oliver
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> > I've started some work on D3DRENDERSTATE_ZVISIBLE and
> > D3DRENDERSTATE_VERTEXBLEND,
> > D3DRENDERSTATE_VERTEXBLEND is the only one that is commonly used by
> > applications.
>
> Oliver,
>
> Do you mean you started working also on the DDraw (i.e. D
hat support the render states.
I've started some work on D3DRENDERSTATE_ZVISIBLE and
D3DRENDERSTATE_VERTEXBLEND,
D3DRENDERSTATE_VERTEXBLEND is the only one that is commonly used by
applications.
Oliver.
>
> Greets,
> Christian
>
> --
> Christian Gmeiner
> Developer for Rockbox (htt
ort any problems you are having in the wines Bugzilla
http://bugs.winehq.org I can take
a propper look at them for you.
Oliver.
>
> Regards,
> Roderick
>
> --
> Telefonieren Sie schon oder sparen Sie noch?
> NEU: GMX Phone_Flat http://www.gmx.net/de/go/telefonie
>
&
/breakpoint trap".
> After some debugging sessions I managed to reproduce the problem.
> See the attached program(debug.c, simply compile with mingw).
>
Heart of Darkness uses Securom R2
http://www.gameburnworld.
x27;m all wet.
> - Dan
>
There's not a huge amount of difference between the possible implementations,
the harder bit is
compositing the different windows. I think that this should ideally be done in
OpenGL with the
updates asynchronous and synced to a maximum of the refresh rate of the
s that I
> know of) and then only code the 'fast path' if any.
>
> > What do other people think? Has anybody started
> > looking at fixing this yet?
>
> I am aware of the issue since WineConf 2004 but never had the time /
> motivation / knowledge to fix it.
everything else fall again in
> the default: case.
You patch is correct, the regression was an error on my part.
Oliver.
>
> --
> cu
>
> --- dlls/wined3d/device.c.orig2005-10-17 21:18:14.0 +0200
> +++ dlls/wined3d/device.c 2005-10-17 21:22:16.000
is
testing
the result of OpenFile against FALSE instead of using TRUE or HFILE_ERROR.
VerFindFileA is returing 2 (VFF_FILEINUSE) if OpenFile returns HFILE_ERROR, but
it's returning 0
if OpenFile returns FALSE.
I think it's a good idea to revert OpenFile and fix VerFindFileA.
Oli
are you using and does the test pass?
Dmitry has run the test on XP SP1 and it fails with:
file.c:1413: Test failed: hFile != FALSE : -1
-1 is HFILE_ERROR and FALSE is 0.
Oliver.
> Maxime
>
>
> On Mon, 2005-10-17 at 15:20 +0100, Oliver Stieber wrote:
> > --- Dmitry
--- Dmitry Timoshkov <[EMAIL PROTECTED]> wrote:
> "Oliver Stieber" <[EMAIL PROTECTED]> wrote:
>
> > > file.c:1413: Test failed: hFile != FALSE : -1
> >
> > -1 is HFILE_ERROR and FALSE is 0 (defined in windef.h), is this running
> > th
pub/nolf/NOLFDemo.zip)
> >
> > Did you run the test on a real Windows machine or just have read MSDN?
>
> On XP SP1 the test fails (I replaced GetLastError() by the returned hFile):
>
> file.c:1413: Test failed: hFile != FALSE : -1
-1 is HFILE_ERROR and FALSE i
--- Dmitry Timoshkov <[EMAIL PROTECTED]> wrote:
> "Oliver Stieber" <[EMAIL PROTECTED]> wrote:
>
> >This patch corrects the test for OpenFile with a style of OF_EXIST. The
> > test should fail if
> the
> > function returns anything other tha
last time.
This is preventing me from stepping out into Perimiers code so I can see what
may be causing the
problem.
Any ideas on howto debug this one.
Thanks,
Oliver.
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for Direct3D7? I can't find
> anything
> on msdn, only some fragments.
>
Nope, I've done a bit of googling and can't find anything, not even someone
with the SDK.
Oliver
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--- Fabian Bieler <[EMAIL PROTECTED]> wrote:
> 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
Hi,
This patch
http://www.winehq.org/pipermail/wine-patches/2005-October/021218.html causes
regression
in 'No One Lives Forever Demo'
Method to reproduce:
Download 'No One Lives Forever Mega Mix Demo - Version 1.002' from
http://www.noonelivesforever.com/downloads/
(ftp://ftp.lith.com/pub/no
texData);
if ((void *)(&myVertexData[2]) == (void *)(vertexData + (2 * stride))) {
printf("Success\n");
}
}
You'll have to use the FVF of the vertex buffer's D3DVERTEXBUFFERDESC to work
out it's stride
size.
Oliver.
>
> Stefan
>
e to
relate to the size
of the on-board memory if the driver uses paging. I would say that it's worse
than nothing,
letting the user select how much memory they have installed via winecfg is a
better option.
Oliver.
> Regards,
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 08:13:24PM +0100, Oliver Stieber wrote:
> > We could do that, or we could signal the other thread an tell it to release
> > the context which
> > should cut down on the context switching, I
si.gmxhome.de/ee-shot.png
You should be able to get rid of the lines by adjusting the glTranslatef(0.9 /
This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
in drawprim.c. The
current code isn't quite right,
Oliver.
__
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Sat, Oct 15, 2005 at 07:30:34PM +0100, Oliver Stieber wrote:
> > Add the OpenGL context to the device structure.
> > Make a per-device critical section.
> > Whenever a call is made enter the critical section
> > T
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > Wined3d isn't thread safe yet. Threading will cause lots of problems
> > because when you call MakeActive with the OpenGL context it only makes the
> > context active on the current thread so when you switch threads you may be
> > using a differe
the current active context is the same as the context on the
device.
If not then make the device context active.
I wanted to finish state management before making things threadsafe and support
multiple devices
per thread.
Oliver.
>
> Li
urrent devices, unless the application is using one
device per thread,
because the OpenGL context isn't being switched when the device changes.
Oliver.
>
> Thanks,
> Stefan
>
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IWineD3DVertexBuffer* pVertexBuffer,
UINT dwStartVertex, UINT Stride) {
IWineD3DDeviceImpl_SetStreamSource(device, 0, pVertexBuffer, dwStartVertex
* Stride, Stride);
/* The rest of the code making up IWineD3DDeviceImpl_DrawIndex
ly slow on my ATI radeon M9, some GL calls take a lot of time, but
> it looks correct. A screenshot can be found at
> ftp://doesi.gmxhome.de/ee-movie.png.
>
I've got a hack that should make those kind of blits faster.
http://www.winehq.org/pipermail/wine-p
.
>
Hi,
This seems weird, glxinfo says that glXChooseFBConfig should return
something but
err:opengl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0)
says that it isn't, I've checked through the code and it all looks pretty
standard stuff. I'll put
together a l
--- Daniel <[EMAIL PROTECTED]> wrote:
> Is there anyone that actually receives my mails?
>
Which emails, the last two emails I recieved from you were:
Debian packages and [daniel: OpenGL bug in 20050930]
Oliver.
> con
d to create my own window when constructing the Direct3DDevice if
> necessary. Using the X11 root window caused a crash due to an invalid X11
> call.
You should be able to use GetDesktopWindow() in wine to get the root window.
Oliver.
>
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--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> On Tue, Oct 11, 2005 at 10:24:58PM +0200, Stefan Dösinger wrote:
> > WineD3D can't create a device without a Window. For DirectDraw and D3D7
> > running without a Window is valid, at least to a certain extent. The D3D
> > light test does so, and som
> go, or should I try to modify WineD3D for this purpose?
>
It doesn't look like it, the only CreateWindow in ddraw is in surface_user.c
when OWN_WINDOW is
set, the comments note that OWN_WINDOW no longer works because of threading
issues.
> Stefan
>
> (I CCed this mail
--- Mark Hatsell <[EMAIL PROTECTED]> wrote:
> "Oliver Stieber" <[EMAIL PROTECTED]> wrote in message
> news:[EMAIL PROTECTED]
> >
> > I believe all top level windows should have a valid visual ID.
> My application is an MDI application and the Direc
ks around the device texture format compatibility
problems as a
stop-gap until format detection is reworked and working properly.
Oliver.
>
> >
> > Any help much appreciated.
> >
> > Mark
>
> Hope it helps a bit
>
> Karsten
>
>
>
>
>
ve all top level windows should have a valid visual ID.
Can you tell me what your passing in as the creation parameters, if your
creating a window and
using it's HWND when creating a device or expecting DirectX 9 to create the
device for you, and if
your application is MDI or not.
Thanks,
--- Kevin DeKorte <[EMAIL PROTECTED]> wrote:
> On Monday 26 September 2005 06:50 pm, Kevin DeKorte wrote:
> > On Monday 26 September 2005 05:43 pm, Troy Rollo wrote:
> > > On Tue, 27 Sep 2005 08:53, Kevin DeKorte wrote:
> > > > Here is a patch that fixes the "Call from 0x4154ba5c to unimplemented
irectory?
> >
> > Yes
>
I've found that switching off usp10 in the dlls overrides works fine (even if
you don't have a
copy of usp10.dll)
Oliver.
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problem.
I can no longer use .so's from older builds of wine with the current tree
(which means I have to
merge all my local changes, and merge any regression tests).
Not sure what the cause of the problem it though.
Oliver.
>
>
>
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dump_allocated_memory
There's a possibility that WINEs heap management is going to be improved at
some point by keeping
all small allocations together and caching them to improve performance and
reduce fragmentation.
I'm not sure how much this is vaporware but it could be fairy
d
Release the DC for the surface.
> > http://www.winehq.org/pipermail/wine-patches/2005-September/020829.html
> I've seen it, but I've spent all my time hacking on D3D7->WineD3D
>
Great..
Oliver
> Stefan
>
>
>
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
> > It's almost ready for DirectX 8 but there quite a bit of work intergrating
> > things with ddraw surfaces before DirectX 7 can be moved over.
> I decided to give it a try without thinking for a long time, and I've made
> little progress
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
>
> > I'm just about to put it into wined3d, I can have a look at backporting it
> > to d3d7 but the idea is to get d3d7 using wined3d at some point.
> That would be certainly interesting. Is wined3d ready for this yet? It would
> make muc
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hello,
>
> > You need to turn on backbuffers / backingstore in your xf86config and those
> > two functions were reasonable fast (so long as you don't play mess around
> > with the transfer modes) older driver (can't renember which version)
> Does
reases performance when locking the backbuffer
Option "backingstore" "true"
...
EndSection
I've got a hack to go into wined3d that speeds up locking the backbuffer by not
bothering to read
it if it's just been cleared, this get's movies using DirectX and back
t; the structures used by the libs and the structures exported to the app are
> different.
>
> Well, on the Wine side, I can hack on these thing, but on Windows?
>
You should be able to do an AddRef + Release ref.
Oliver.
_
x27;ll do some more tests and submit a patch.
>
by the sound of things an internal reference is missing, up until 6 a reference
should be kept,
preventing the surface from being released at 5.
Oliver.
> Stefan
>
>
>
__
CLUSIVE|DDSCL_NORMAL|DDSCL_SETFOCUSWINDOW))) {
TRACE("(%p) : Call to SetCooperativeLevel failed: cooplevel !=
DDSCL_EXCLUSIVE|DDSCL_NORMAL|DDSCL_SETFOCUSWINDOW, returning
DDERR_INVALIDPARAMS);
return DDERR_INVALIDPARAMS;
}
that way if returning an error is causing some
that are for multi-cd installers, but I haven't gotten far enough to
> find out. Anyway, GTA is just a single dvd.
>
That's pretty much the setup I have here too, (well gentoo but everything else
is the same)
Oliver.
>
>
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installer to see the error.
> > Hopefully it is just the known error I described.
>
> It freezes before that...
>
> Yeah, I don't know what's wrong. Oliver said he's been able to install
> GTA, and I just tried CVS with Marcus' patch w/ no effect. I guess
--- Christoph Frick <[EMAIL PROTECTED]> wrote:
> hi gents.
>
> The attached patch sets the version for directx to 9C (instead of 9B).
> The rF\ Config.exe from the game rFactor (www.rfactor.net) needs this to
> work. After that change i was able to successfully run the config and
> configure the
.
>
> If I was going to to do some DirectX hacking I would be more inclined
> to send my patch to Oliver first rather than sending it to Julliard
> because 1) I know Oliver is the defacto maintainer right now and 2) If
> he has uncommitted patches in his tree then my changes could re
spec.
Anyhow, as soon as I've sent in those patches I'll provide another status
update with a bit more
information about moving d3d8 over to wined3d and the improvements that have
been made.
Oliver.
___
--- Karsten Elfenbein <[EMAIL PROTECTED]> wrote:
That looks fine, thanks.
> Added A2R10G10B10 and D3DFMT_D24FS8 modes to all other functions.
>
> Karsten
>
> > -Ursprüngliche Nachricht-
> > Von: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROT
Pixels(This->lockedRect.right - This->lockedRect.left,
(This->lockedRect.bottom -
This->lockedRect.top) - 1, GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV,
This->resource.allocatedMemory);
when unlocking the back buffer
Thanks,
Oliver.
> Changelog:
> * added A2R10G10
Fonts are
> > > messed up, and some rendering problems, but it does run for me.
> > > Battlefront has a crashing problem I know Oliver knows how to fix.
> > Battlefield renders really fine if you disable the vertex shaders in
> > winecfg.
> > The only remaining
> > look correct, and I noticed in one of the patches Oliver changed them. He's
> > probably right, but just in case its worth a test
> >
> > Try changing
> > glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 /
> > This->stateBlock->viewpor
--- Gerald Pfeifer <[EMAIL PROTECTED]> wrote:
> The following patch to include/wine/wined3d_types.h
>
> triggers the following warning in IDirect3D8Impl_CreateDevice():
>
> directx.c:670: warning: assignment from incompatible pointer type
> directx.c:678: warning: assignment from incompati
eone help me to run
the program?
thanks
Oliver Mössinger
fixme:wtsapi:WTSEnumerateSessionsA Stub (nil) 0x 0x0001 0x406d822c
0x406d8238
fixme:wtsapi:WTSFreeMemory Stub (nil)
fixme:wtsapi:WTSEnumerateSessionsA Stub (nil) 0x 0x0001 0x406d823c
0x406d8248
fixme
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