Message d'origine
>Date: Tue, 29 Aug 2006 01:39:49 +0200
>De: "Roderick Colenbrander" <[EMAIL PROTECTED]>
>A: [EMAIL PROTECTED]
>Sujet: X11Drv: import glx context code
>
>Hi,
>
seems you forget to change winex11dvr.spec file no ? :)
Good Job anyway
Regards,
Raphael
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binhbCNuxDFgn.bin
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binpNsb1T1gzd.bin
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binkj6GJiF6ZF.bin
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bint3LPh75nyW.bin
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Message d'origine
>De: Alexandre Julliard <[EMAIL PROTECTED]>
>A: Detlef Riekenberg <[EMAIL PROTECTED]>
>Date: Thu, 01 Jun 2006 11:45:10 +0200
>Copie à: wine-devel@winehq.com, Mike Hearn <[EMAIL PROTECTED]>
>Sujet: Re: How are we doing?
>
>Detlef Riekenberg <[EMAIL PROTECTED]> writes:
>
>>
Message d'origine
>Date: Tue, 30 May 2006 16:08:42 +0200
>De: Tomas Carnecky <[EMAIL PROTECTED]>
>A: Mike Hearn <[EMAIL PROTECTED]>
>Copie à: wine-devel@winehq.com, n0dalus <[EMAIL PROTECTED]>
>Sujet: Re: World of Warcraft (WoW) patch/more address space layout stuff
>
>Mike Hearn wrote:
>>
Hi,
>> (Note the #3902 should be renamed as 'DIB Engine rewrite'
>
>Agreed; done. http://bugs.winehq.org/show_bug.cgi?id=3902
:)
>> and i don't think is mandatory for 1.0)
>
>Probably right. Let's create the next milestone after 1.0, say 1.1, and start
>retargeting bugs we don't plan to fix f
Message d'origine
>De: "Wino Rojo" <[EMAIL PROTECTED]>
>A: wine-devel@winehq.org
>Date: Tue, 23 May 2006 18:12:36 -0400
>Sujet: Fix for the BadMatch error (bug #4945)
>
>Hi,
>
>I'v found a way to fix my problem with wglShareLists - BadMatch error
>(X_GLXMakeCurrent) (see bug #4945).
>
>In
Message d'origine
>Date: Tue, 09 May 2006 18:00:52 +0200
>De: Tomas Carnecky <[EMAIL PROTECTED]>
>A: wine-devel@winehq.org
>Sujet: Re: PBuffer and wglMakeCurrent()
>
>Tomas Carnecky wrote:
>> comments?
>>
>
>Why do I have the impression that when it comes to x11drv/opengl nobody
>wants to
Don't worry they will be filled :)
I have only avoid to send you a 200K patch
Regards,
Raphael
Message d'origine
>De: Alexandre Julliard <[EMAIL PROTECTED]>
>A: Raphael <[EMAIL PROTECTED]>
>Date: Thu, 08 Dec 2005 12:09:48 +0100
>Copie à: wine-devel@winehq.org
>Sujet: Re: [dplay] register
Message d'origine
>Date: Fri, 2 Dec 2005 14:07:24 -0800
>De: Toan T Nguyen <[EMAIL PROTECTED]>
>A: wine-devel@winehq.org
>Sujet: wglGetPixelFormatAttribivARB unexpected RenderType(100)
>
>Hi,
>
>I compile and run Quake2Evolved in linux using winelib. Although every
>seems fine,
Message d'origine
>De: Stefan Dösinger <[EMAIL PROTECTED]>
>A: wine-devel@winehq.org
>Date: Thu, 24 Nov 2005 10:14:51 +0100
>Copie à: Oliver Stieber <[EMAIL PROTECTED]>
>Sujet: WINED3DFMT_R5G6B5 - is it RGB or BGR
>
>Hello,
>While trying to get Moto Racer 2 running(old D3D1 game), I came
Hi,
>Uh, no, this doesn't help :-(
>
>Half-life supports only 16bpp(well, I can set it to other values with regedit,
>but it seems to have no effect), fglrx supports 24bpp only.
No problem here.
>I switched to the Xorg radeon driver which has 16 bpp support(the 2nd column
>shows 16 now), and
Re,
Message d'origine
>De: Stefan Dösinger
>A: wine-devel@winehq.org
>Sujet: Re: Regression in Half life
>Copie à: [EMAIL PROTECTED], wine-devel@winehq.com
>Date: Thu, 5 May 2005 21:33:05 +
>
>Am Donnerstag, 5. Mai 2005 19:11 schrieb [EMAIL PROTECTED]:
>> Hi,
>>
>> Seems you wan
Hi,
Seems you want to use 32bits Depth buffer (should be a game option)
who don't seems to be supported by your graphic card (old code use to
always declare 8bits Depth buffer without checking HW support)
Can you provide output of glxinfo command to see ?
Regards,
Raphael
Message d'ori
Hi Alexandre,
At least for directx headers it's not a good idea.
many old games (using old directx) need to have compatible headers
else they won't build (it's why bug 2483 exists: build problem on an old dx game)
And as for directx < 8, microsoft used to reuse same headers name we need to f
Message d'origine
>De: Colin Wright <[EMAIL PROTECTED]>
>A: Raphael <[EMAIL PROTECTED]>
>Sujet: Re: World Of Warcraft
>Date: Mon, 21 Feb 2005 21:07:14 +
>
>Raphael wrote:
>
>> Ouppsss
>>
>> better patch
>>
>> sorry
>>
>> Regards,
>> Raphael
>>
>> On Monday 21 February 2005 09:58,
Hi lionel,
GL_VERSION isn't pertinent as it contains (only) provider and
driver version while GLX_VERSION is really the version string of GLX impl.
Regards,
Raphael
Message d'origine
>De: Lionel Ulmer <[EMAIL PROTECTED]>
>A: Raphael <[EMAIL PROTECTED]>
>Copie à: Alex Woods <[EMAIL PROT
LOL
I have seen (and sent a patch) a problem on FindExecutable who seems equivalent:
trying to create a Link to an executable while executable not already present.
Installers are funny :)
Regards,
Raphael
Message d'origine
>De: Lionel Ulmer <[EMAIL PROTECTED]>
>A: [EMAIL PROTECTED]
>Suj
>On Wed, 26 May 2004 03:55:25 +0200, Raphael wrote:
>> I'm trying to install Splinter Cell Demo (installshield).
>> And i have seen:
>> - one typelib was released while typeinfos (childs of typelib) are in use
>> - the install "crash" (catched and returns an E_UNEXPECTED error) when it
>> want
>Raphael wrote:
>>
>> Hi,
>>
>> I'm glad to announce that now (with this little patch) Unreal2
>> is working
>> and playable (it's only slow and i havent seen graphics problems for now).
>>
>> Now play :)
>>
>> Changelog:
>> - better handling of User IDirectMusicTools
>
>You don't seem to fre
>On Tue, May 18, 2004 at 12:59:57AM +0200, Ivan Leo Murray-Smith wrote:
>> This dll is needed by a game, bug report number 1202. With this empty dll, the
>> game crashes at the same point where it crashes when used with the native copy,
>> mainly because it crashes before any function in the dll
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