Stefan Dösinger wrote:
> Am Donnerstag, 7. Juni 2007 01:03 schrieb Phil Costin:
>> Adds necessary GL constants and allows the application to query whether a
>> particular texture format is compatible with sample-time texture
>> linearization.
> Ideally you shouldn'
Hi guys,
I also read this short article recently. I agree with Stefan that we should
wait until the API is finalized. I'm pretty sure that the 3.0 specification
will be backwards compatible with 2.x in much the same way as 2.0 is
backwards compatible with 1.1
By waiting a few weeks/months until w
Stefan Dösinger wrote:
> On Friday 13 April 2007 00:28 Phil Costin wrote:
>> This patch removes the need to manually set SFLAG_INSYSMEM after a call
>> to surface_download_data. It should be set by the function.
>
> -/* Mark the local copy up to date if a f
Stefan Dösinger wrote:
> Am Sonntag 25 März 2007 17:33 schrieb Phil Costin:
>> Also, just out of interest, would a working safedisc implementation
>> provide the necessary underpinnings to support the hexalock copy
>> protection system? (http://hexalock.co.il/)
> I think t
Also, just out of interest, would a working safedisc implementation provide
the necessary underpinnings to support the hexalock copy protection system?
(http://hexalock.co.il/)
Timo Jyrinki wrote:
> Alexandre Julliard wrote:
>> And if we delay it a bit more maybe we can slip in Safedisc
>> sup
Wojciech 'arab' Arabczyk wrote:
> Hello
>
>> If changing the fsaa setting in hl2 changes anything that is just
>> imagination - it doesn't do anything yet, the multisample setting is just
>> ignored right now.
>
> I've not changed the FSAA setting trough the game options. I've forced it
> on a l
Stefan Dösinger wrote:
>
> Am 03.01.2007 um 02:48 schrieb Phil Costin:
>
>> This patch enables the forced re-downloading of dirty GL surfaces.
>>
>> It requires [1/2] WineD3D: Mark GL Surface Clean after Fresh Surface
>> Download and is the first step toward su
Peter Oberndorfer wrote:
> On Wednesday 03 January 2007 02:48, Phil Costin wrote:
>> This patch resets the SFLAG_GLDIRTY flag for a surface once the GL
>> surface data has been refreshed in surface_download_data().
>>
>> Thanks to Stefan Dösinger for his advice in IR
Stefan Dösinger wrote:
> * sRGB textures: Dirtifies the sampler. All textures have now information
> about how many samplers they are bound to, and the number of one of the
> samplers. Phil?
>
> Stefan
I still have my sRGB patch but haven't been working on it mainly just
because I've been busy wi
Mirek wrote:
> Hi, i just instaled wine 0.9.25 (i had 0.9.24) and it is full of
> regressions, why is this possible, why is not there someone who can test
> wine before it came out to new release?
>
> 1. 3DMark 2003 - cant open setigns menu
> 2. 3DMark 2003 - with GLSL, almost all working test ar
H. Verbeet wrote:
> On 03/10/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
>> I think we should get rid of d3d9.h (and ddraw.h), especially when
>> looking forward to d3d10. That said, it took me approximately 6 weeks to
>> get the
> Yes, d3d10 would be my main concern for not including d3d9 head
To clarify - It doesn't matter that you're changing the version of the
future software pixel shader support capability but the vertex shader
change is problematic because apps may see the 3.0 VS capability and supply
a 3.0 shader to a 1.4 capable GL implementation.
Phil
Phil Co
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?
SHADER_ARB refers to ARB_vertex_program and ARB_fragment_program which do
not support features greater than VS 1.1 and PS 1.4 respectively. Th
Alexandre,
This patch does not depend on Brian Hill's interface modification and it
does allow a manually edited registry key option to enable GLSL, even
without the new check box on the interface.
Regards,
Phil Costin
In this case, it may be possible to still use
GLSL... but we might not want to report 2.0 or 3.0 capability to avoid the
app sending a huge shader that the card doesn't have the memory or
capability for.
Regards,
Phil Costin
og" now showed the desired change as
> the latest!
> (Whew. I thought I was going to drown in man pages for a while there.)
>
> Annoyingly, "make" did nothing after this, but I knew the changes
> I wanted to revert were all in one DLL, so I just removed that DLL's
> .o files and ran make again.
>
> I feel a bit more comfortable with git now!
> - Dan
Thanks Dan,
That's just what I needed!
Phil Costin
James Trotter wrote:
> On 4/23/06, Phil Costin <[EMAIL PROTECTED]> wrote:
>>
>> Hi,
>>
>> This is marked as a TODO at line 1698 of dlls/wined3d/directx.c:
>>
>> 1691 if ((wined3d_settings.ps_mode == PS_HW) &&
>> GL_SUPPORT(ARB_FRAGMEN
Tom Spear (Dustin Booker, Dustin Navea) wrote:
> Hi everyone, just a simple question. According to this bug, winefile
> and explorer are bit-by-bit identical, but yet 1 crashes when run with
> no command line, while the other does not. As the subject of this email
> says, explorer crashes but win
tension here? If so, is there any
documentation for it because I certainly can't find any...
Regards,
Phil Costin
H. Verbeet wrote:
>
> On 23/04/06, Phil Costin <[EMAIL PROTECTED]> wrote:
> > It seems we still need a HLSL to GLSL translator for SM 3.0 but
> > that is for future discussion :)
>
> Well, no, not directly. In Direct3D9 HLSL is compiled to the same kind
> of code
e this all wrong so a little guidance and feedback on the
proposal would be very helpful!
Kind Regards,
Phil Costin
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