Re: d3dx9_36: Push down the scope of two variables. (RESEND)

2011-07-05 Thread Tony Wasserka
Am 05.07.2011 20:33, schrieb Gerald Pfeifer: On Tue, 5 Jul 2011, Alexandre Julliard wrote: This does not fix a bug or add a feature, but it makes the coder easier to follow. Narrower scope tends to be a good thing for variables, both for human readers and compilers (though modern ones should no

Re: [PATCH] d3dx9_36: Implement D3DXCheckTextureRequirements + tests

2010-04-20 Thread Tony Wasserka
Am 19.04.2010 20:48, schrieb Christian Costa: > Well, it's your code, correct ? > I suggest to simply remove these checks. There does not bring any > added values. It's my own code, but I noticed this flaw some time after GSoC was over, it can be quite disturbing. Additionally, the checks might not

Re: [PATCH] d3dx9_36: Implement D3DXCheckTextureRequirements + tests

2010-04-19 Thread Tony Wasserka
> +static inline void check_ref(IUnknown *obj, int exp) > +static inline void check_release(IUnknown *obj, int exp) We shouldn't use these function definitions anymore IMO, either do the ref check in the code itself, or replace the check_ref and check_release functions with macros; the reason is

Re: Student Interested in Google Summer of Code 2010

2010-01-29 Thread Tony Wasserka
Am 28.01.2010 21:42, schrieb Loïc Hoguin: > > What would be the solution then to have a chance to get Tony's work > committed if he can't/won't do the rest of the work himself FWIW, I handed in my skilled-work paper today, so I've had some spare time today again. I just prepared a patch which imple

Re: Student Interested in Google Summer of Code 2010

2010-01-28 Thread Tony Wasserka
Am 28.01.2010 20:38, schrieb Reece Dunn: > There is already support for WIC codecs by Vincent Povirk that has > been committed into wine, supporting bmp, jpeg, gif, png and other > formats. > > I don't know how complete this is, though, for what D3DX needs. > > - Reece > > yeah, the plan was to

Re: Student Interested in Google Summer of Code 2010

2010-01-28 Thread Tony Wasserka
Am 28.01.2010 19:46, schrieb Loïc Hoguin: > If a student wishes to do the integration work as a SoC project, then > I'll step down. It'll certainly be more helpful for a student than for > me. I can find another project to work on in that case. > > Not sure whether integration of my work is stil

Re: Student Interested in Google Summer of Code 2010

2010-01-28 Thread Tony Wasserka
About my own work, it's not been integrated that much, yet: Loïc Hoguin has expressed interest to integrate them, but I'm not sure whether he was sure about that, yet. I might work again on integrating my texture stuff in case you'd really participate in gsoc with some d3dx stuff, can't promise an

Re: GSoC D3DX9 work

2010-01-27 Thread Tony Wasserka
> Hello, > > Well I'm mostly interested in the texture code, but I probably shouldn't > begin with that. So I'll take the font code. It's not really a critical > part so I can take my time doing it and learning wine development > without conflicts with my normal schedule. Then if the texture code

Re: Student Interested in Google Summer of Code 2010

2010-01-27 Thread Tony Wasserka
Hi, We've had two D3DX projects last year - one implementing shaders, the other (which was mine) implementing meshes, fonts and texturing code. Both have only partially been integrated, yet (as far as I know), but most of the other stuff in d3dx9 is still untouched, you can take a look at the msdn

Re: GSoC D3DX9 work

2010-01-22 Thread Tony Wasserka
> Hello, > I might be interested as a side project. I've been poking around in the > wine code looking for something interesting for the last few weeks and > this might be it. However I know I wouldn't have much interest in it if > it doesn't actually help me, so I'd like to know a few additional

GSoC D3DX9 work

2010-01-15 Thread Tony Wasserka
x27;ll provide him with the most up-to-date work of mine. If there's anything anyone might want to ask, just answer this mail or contact me directly on irc at #winehackers, my nick is BigBrain and I'm around quite often. Best regards, Tony Wasserka

Re: d3dx9: Implement converting and copying surface data in D3DXLoadSurfaceFromMemory (review please)

2009-08-31 Thread Tony Wasserka
> > You are right, but it would be neat to have them all grouped like they > are in d3dx9tex.h. > Not sure about that, assuming we ever support all possible filters and conversions in D3DXLoadSurfaceFromMemory, we probably don't want to have the texture stuff starting suddenly at line 3k or some

Re: d3dx9: Implement converting and copying surface data in D3DXLoadSurfaceFromMemory (review please)

2009-08-30 Thread Tony Wasserka
Hi, > If you make those into arrays you will be able to cut down on the code size, > and the compiler might like it better. > While I didn't notice any speedups in the code itself, it's a bit cleaner (especially the format table) now, thanks! (Come to think about it, it wouldn't have made much

Re: d3dx9: Implement converting and copying surface data in D3DXLoadSurfaceFromMemory (review please)

2009-08-30 Thread Tony Wasserka
Hi, thanks for the feedback, I agree with most of what you said. Just a few comments: > I think the main thing is that you really don't want branches inside the > inner loop. You can handle the cases where a component is unused > by building a mask before entering the loop and just or'ing with th

d3dx9: Implement converting and copying surface data in D3DXLoadSurfaceFromMemory (review please)

2009-08-26 Thread Tony Wasserka
her comments which could be interesting to me at this point are also appreciated, of course. Best regards, Tony >From 4a726e260502e8ad9ccb5ab11549b946fa236528 Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Tue, 25 Aug 2009 14:30:52 +0200 Subject: [PATCH] d3dx9: Implement converting an

Re: [5/10] d3dx9: Implement D3DXLoadSurfaceFromSurface

2009-06-26 Thread Tony Wasserka
> Watch out, some surfaces aren't lockable. I don't know the d3dx9 api too > well, > but are you sure that you have a lockable surface here? > In some situations IDirect3DDevice9::UpdateSurface or > IDirect3DDevice9::StretchRect may be a faster way to achieve what this code > does(without color

Re: [3/6] d3dx9: Implement ID3DXFont_GetDesc

2009-06-17 Thread Tony Wasserka
Roderick Colenbrander schrieb: > Hi Tony, > > +WideCharToMultiByte(CP_ACP, 0, This->desc.FaceName, -1, > desc->FaceName, sizeof(desc->FaceName) / sizeof(CHAR), NULL, NULL); > > sizeof(desc->FaceName) / sizeof(CHAR) won't give you the length of the > string (remember that sizeof is evaluated at

Re: [6/6] d3dx9: Add tests for basic ID3DXFont functions

2009-06-17 Thread Tony Wasserka
Roderick Colenbrander schrieb: > Hi Tony, > > +hr = D3DXCreateFontA(device, 12, 0, FW_DONTCARE, 0, FALSE, > DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, > "Arial", &font); > > A bunch of font tests all use Arial. On Windows this font is always > around, what happens on W

Re: [4/6] d3dx9: Implement ID3DXFont_GetDC

2009-06-17 Thread Tony Wasserka
Stefan Dösinger schrieb: > Am Wednesday 17 June 2009 18:29:57 schrieb Tony Wasserka: > > >> @@ -300,6 +301,12 @@ HRESULT WINAPI >> > D3DXCreateFontIndirectW(LPDIRECT3DDEVICE9 device, CONST D3DXFONT_ > >> object->device=device; >>

Re: DXTn textures in D3DX9

2009-05-23 Thread Tony Wasserka
Ben Klein schrieb: > 2009/5/23 Stefan Dösinger : > >> Am Freitag, 22. Mai 2009 19:15:22 schrieb Roderick Colenbrander: >> >>> So what they are saying is that Nvidia has a license on the s3tc >>> patent for use in those tools but if we would rip their code out we >>> wouldn't be covered unle

DXTn textures in D3DX9

2009-05-22 Thread Tony Wasserka
Hi everyone, I'm working on implementing D3DXLoadSurfaceFromFileInMemory right now, but I've got a problem. The function most convert a loaded surface's data to a user specified surface format (I did not yet find a way to do it elsehow, UpdateTexture and StretchRect are to limited for that task, su

Re: BOOL WINAPI versus BOOL in d3dx9 and d3dx8

2009-02-01 Thread Tony Wasserka
> Hi, > > the declaration of IntersectionTri is > BOOL IntersectionTri(.) in d3dx8mesh.h and > BOOL WINAPI? IntersectionTri(.) in d3dx9mesh.h . > > Is the latter one compatible with the former one (so I can forward d3dx9 > function to the d3dx8 one) > or must I implement them separately?

d3dx9: Add ID3DXSprite tests (review please)

2008-11-16 Thread Tony Wasserka
ID3DXSprite patch series is applied, but I already had all of them pass/todo'ed. Note2: visual tests will follow later, this is just for the basic functionality) >From 02587ae3cedb0b68fba1c360f63d2571c175bf07 Mon Sep 17 00:00:00 2001 From: Tony Wasserka <[EMAIL PROTECTED]> Date:

Re: d3dx9_38.dll: Add the dll.

2008-11-11 Thread Tony Wasserka
Hi, > +#include "config.h" > +#include "wine/port.h" > + > +#include > + > +#include "windef.h" > +#include "winbase.h" > +#include "wingdi.h" > +#include "winuser.h" > +#include "wine/debug.h" > + > +#include "d3dx9.h" There's no point in including so many unneccessary header files.

Re: d3dx9: Include d3dx9effect.h

2008-09-18 Thread Tony Wasserka
Hi, one very little thing: You could include d3dx9.h (from d3dx9effect.h) after the #define __D3DX9EFFECT_H__, as this reduces compile time slightly when included twice or more. No actual reason to resend though, just an advice for future. Best regards, Tony

Re: d3dx9: Implement D3DXMatrixAffineTransformation2D with tests

2008-09-18 Thread Tony Wasserka
Hi, you forgot the WINAPI in front of the function declaration and implementation. Maybe you should add a set_mat(_11, _12, _13, ) macro to make the exp_mat better to read and not that big in size, However, I think it's better to dynamically calculate the expected matrix rather than compare

Re: d3dx9_36: Fix the tests for native Windows.

2008-09-11 Thread Tony Wasserka
ee no problem in the existing makefiles then, as linking with d3dx9 should work. Can't help you with that though as I don't have a working Windows installation ATM though :-/ > Hi, > > any idea to fix this problem? > > David > > 2008/9/11 Tony Wasserka <[EMAIL

Re: d3dx9_36: Fix the tests for native Windows.

2008-09-11 Thread Tony Wasserka
Your latest patch is already doing it right, IMPORTS must be changed to d3dx9_36 and IMPORTLIB must stay d3dx9. > > > any idea to fix this problem? > > David > > 2008/9/11 Tony Wasserka <[EMAIL PROTECTED] > <mailto:[EMAIL PROTECTED]>> > > >

Re: d3dx9_36: Fix the tests for native Windows.

2008-09-10 Thread Tony Wasserka
> On Mi, 2008-09-10 at 18:16 +0200, Tony wrote: > >> Hi, >> At least for all Windows versions below Vista, the d3dx9 importlib does >> exist (and d3dx9_36 does not), >> > > I installed a recent dx9-runtime on my w2k test system, but a d3dx9.dll > is not > present (d3dx9_36.dll exist). > >

Re: d3dx9_36: Fix the tests for native Windows.

2008-09-10 Thread Tony Wasserka
yeah, but your patch is only semi-correct in that regard. What you are referring to (d3dx9.dll) is an import (IMPORTS) of the test program, i.e. a dll which is needed to run the program. What your patch is doing with that var is correct (i.e. we must use d3dx9_36 instead of d3dx9). However, the

Re: [3/3] d3dx9: Begin Implementation of ID3DXEffect and D3DXCreateEffectEx

2008-08-25 Thread tony . wasserka
Hi, > +HRESULT WINAPI D3DXCreateEffectEx(LPDIRECT3DDEVICE9 pdevice, LPCVOID psrcdata, UINT srcdatalen, D3DXMACRO *pdefines, > + LPD3DXINCLUDE pinclude, LPCSTR pskipconstants, DWORD flags, LPD3DXEFFECTPOOL ppool, LPD3DXEFFECT * ppeffect, > + LPD3DXBUFFER * ppcompilationerrors) > +{ > +ID3D

Re: d3dx9: Add stubs for D3DXCreateEffectxx and D3DXCreateEffectFromFilexx

2008-08-24 Thread tony . wasserka
Hi, There were quite a number of minor issues in you code: In Makefile.in: > C_SRCS = \ > d3dx9_36_main.c \ >+effect.c \ > font.c \ Use tabs here, please, as the intendation switches here on other computers. In effect.c: + * modify it under the terms of the GNU Lesser General

Re: d3dx9: Implementation of D3DXMatrixDecompose and tests

2008-08-05 Thread tony . wasserka
Hi, 1. The order of +/*The components of the translation transformation vector are straigth in the fourth column of the transformation matrix*/ +(*pouttranslation).x=(*pM).m[3][0]; +(*pouttranslation).y=(*pM).m[3][1]; +(*pouttranslation).z=(*pM).m[3][2]; + +/*Let's calculate

d3dx9: Add stubs for the ID3DXSprite functions [2/2, try 2]

2008-07-16 Thread tony . wasserka
>From 66f62937ccb3a562e0c6cc489a5099166870efeb Mon Sep 17 00:00:00 2001 From: Tony Wasserka <[EMAIL PROTECTED](none)> Date: Sat, 12 Jul 2008 13:02:25 +0200 Subject: [PATCH] d3dx9: Add stubs for the ID3DXSprite functions --- dlls/d3dx9_36/Makefile.in|3 +- dlls/d3dx9_36/d3dx9_36.spec |2 +-

Re: Adding d3d9x_xx dlls to winetricks?

2008-05-21 Thread tony . wasserka
> So... lots of people are going around installing > all of directx, and maybe all they needed was, say, > d3d9x_35. That's not good. This sounds like > a job for winetricks! > But I know nothing about direct3d. Could somebody > have a look at this draft and see if it suffices? All > I added wa

Re: d3dx9: Texturing functions

2008-05-12 Thread tony . wasserka
> > So, the first thing I want to make sure is that we redirect the function > > calls correctly in order > > to reduce double coding. > > This means on the one hand that we should call the Extended versions of > > each function > > from inside of the simpler ones (most default parameters for the

d3dx9: Texturing functions

2008-04-19 Thread tony . wasserka
Hi all, as it's a larger chunk of functions, I felt like proposing my design idea for the D3DXCreateTexture/Volume/CubeTextureFromFile/Resource/FileInMemory/etc... functions. I'm CC'ing it to any wine d3dx coder I have in my addressbook yet, so sorry if I forgot one :) So, the first thing I want

Re: d3dx9_36: Add stubs and implementations for D3DXCreateTexturexx

2008-04-18 Thread tony . wasserka
> I have a hacky implementation of D3DXLoadSurfaceFromMemory and > D3DXLoadSurfaceFromSurface, as well as a pretty good implementation of > D3DXCreateTexture and D3DXCheckTextureRequirements. > > I'll send in the patch for the last two when I have time, and have > looked it over a final time.

Re: d3dx9_36: Add stubs and implementations for D3DXCreateTexturexx

2008-04-13 Thread tony . wasserka
Hi, Are you still working on the texture functions? I'd need them for completing my ID3DXSprite implementation, so if you don't mind I could complete your started patches. Best regards, Tony Unbegrenzter Speicher, Top-Spamschutz, 120 SMS und eigene E-MailDomain inkl. http://office.freenet.

Re: d3dx8 [6/7] Implement D3DXMatrixStack_Push

2008-04-09 Thread tony . wasserka
> > +This->current = This->current +1; > > +HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->matrix, > > (This->current +1) * sizeof(D3DXMATRIX) ); > > +if ( This->matrix == NULL ) return E_OUTOFMEMORY; > Aside from being a bit suboptimal (doing a realloc on every push), > this p

Re: d3dx8: D3DXCreateMatrixStack

2008-04-07 Thread tony . wasserka
> Well no, you keep track of the array size and grow it when it's too > small when doing a push. i.e. HeapReAlloc http://msdn2.microsoft.com/en-us/library/aa366704(VS.85).aspx You may optimize that if you allocate space for 2 or so matrices at once, as it decreases the number of HeapReAlloc calls

Re: d3dx8 :Fix D3DXCreateMatrixStack

2008-04-07 Thread tony . wasserka
> The commit comment for this patch is rather non-descriptive... what is > this supposed to fix? > An array based stack seems more appropriate than a list based one for > ID3DXMATRIXStack, why change that? I think so, too (after taking a closer look at the interface documentation at msdn). Though

Windows 7

2008-04-04 Thread tony . wasserka
I read an interesting article on slashdot today: http://tech.slashdot.org/tech/08/04/04/1437258.shtml > Windows 7 will be a from-the-ground-up packaging of the Windows codebase; > partially source, > but not binary compatible with previous versions of Windows." Sounds like they format, i.e. mayb

Re: SOC Direct3D - Implement missing D3D9_xx DLLs?

2008-04-01 Thread tony . wasserka
> Can someone confirm this to be already finished (and then remove this item > from > the wiki?) If it isn't finished yet, what IS missing then? Nearly everything is missing. It's just the forwarding and some stubs that have been defined, yet, and the D3DXRenderToSurface implementation I submit

d3d9_36: partially implement D3DXCreateTextureFromFile

2008-03-24 Thread tony . wasserka
> Hello > > 1) use 4 spaces instead of tab in > > d3dx9_36_main.c > font.c > - math.c > + math.c > +texture.c > > > 2) D3DXCreateTextureFromFileW(ptr wstr ptr) should be forwarded to its d3dx8 > counterpart and you implement it in d3dx8 dll > > > David No, tab

Re: Implement ID3DXRenderToSurface*

2008-03-21 Thread tony . wasserka
> It would probably be better to avoid doing that. It isn't quite the > same as disassembling the native implementation, but in general you > want to avoid looking at how the native implementation is implemented > rather than how it behaves. I have to admit that I didn't think of these kind of thin

Proposal for debugging improvement

2008-03-18 Thread tony . wasserka
Hi, When I was trying to find out how the native d3dx9_36.dll handles ID3DXRenderToSurface->BeginScene() with WINEDEBUG="+d3d9,heap" I had the problem that I had to find out what functions are called within the dll and what functions are called by the d3d9 functions (and thus are irrelevant for

Re: d3dx9: Add stubs for the ID3DXRenderToSurface functions [PATCH 8/9]

2008-02-24 Thread tony . wasserka
> Shouldn't that be a n (here and in the other patches)? > Setting object to NULL here doesn't do a whole lot, you should set > *object to NULL (also goes for the other QueryInterface > implementations). Also, you'll probably want to put the TRACE before > the if block. Thank you very much for po

Re: d3dx9 patches

2008-02-16 Thread tony . wasserka
Okay, thanks. Then I'll just resend them and see if they get in this time. Unbegrenzter Speicher, Top-Spamschutz, 120 SMS und eigene E-MailDomain inkl. http://office.freenet.de/dienste/emailoffice/produktuebersicht/power/mail/index.html

d3dx9 patches

2008-02-14 Thread tony . wasserka
Hi, It's nearly two weeks ago that I sent those patches, so I was curious if there are any problems with it? http://www.winehq.org/pipermail/wine-patches/2008-February/049554.html http://www.winehq.org/pipermail/wine-patches/2008-February/049667.html http://www.winehq.org/pipermail/wine-patches/20

Re: d3dx9_36: Implementation of D3DXCheckVersion try 2

2008-02-05 Thread tony . wasserka
Oh well, I forgot one point: if you take my example code again, but don't build it under winelib but under windows (i.e. it's a real win application) but later run it with wine it may also fail because all dlls forward to the D3DXCheckVersion of d3dx9_36. I know that you would have implemented anot

Re: d3dx9_36: Implementation of D3DXCheckVersion try 2

2008-02-05 Thread tony . wasserka
I probably should've gone into a bit more detail about this function: It's just for developer purpose. If you have a very big project and are trying to upgrade e.g. from d3dx9_27 to d3dx9_36 some files may need to be rebuild, some files may not. This function is just there to ensure the developer t

RE: d3dx: A few last questions...

2008-01-29 Thread tony . wasserka
> The function D3DXCheckVersion must not be forwarded from each d3dx9_xx file > to the 36 because D3DX_SDK_VERSION changes for each file. Thanks for your comment, though I don't know if this is needed: Comment from the d3dx9core.h of the DX SDK: > ///

d3dx: A few last questions...

2008-01-27 Thread tony . wasserka
Hi, So far I have pretty much completed the d3dx9_24 dll. However, while writing the spec files I faced a few problems which I'd like to have solved befor submitting the patch: 1. With the d3dx9_31 dll, microsoft removed three functions from the SDK. I'm curious what to do with them. Should I

Re: d3dx8, d3dx9_xx and d3dx10_xx

2008-01-26 Thread tony . wasserka
> Find attached some data on d3dx8, d3dx9_xx and d3dx10_xx implementations: > dll files by d3dx extension: > d3dx8 1 dll files > d3dx9_xx 13 dll files > d3dx10_xx 4 dll files > [...] > Nice work, how did you get the data? Did you run Dependency Walker on each dll or is there a more

Re: d3dx9_24: first implementation

2008-01-19 Thread tony . wasserka
> You need to forward all the functions of d3dx9_24 to these ones of d3dx9_36; > not only these ones that are already implemented in d3dx9_36. > > Moreover, when you create a new dll, you need to change plenty of files: > configure > configure.ac > Makefile.in > in the folder ~/wine-git/ > > You

d3dx9: Start implementation of d3dx9_36

2008-01-15 Thread tony . wasserka
What's wrong with it this time? Thought that it was okay this time :D

Re: autorun perhaps dangerous (Was: Wine release 0.9.53)

2008-01-13 Thread tony . wasserka
> There are quite a few installers that use RunOnce to get around file > locking, but I still haven't had to use one fortunately. As I said, as > long as I can disable it. RunOnce wouldn't even have to be disabled, > I'd be happy with a "RunOnce wants to execute 'foo.exe blipp blopp', > 'No, and cl

Re: [1/2] d3dx9: Implement the different dlls [try 2]

2008-01-10 Thread tony . wasserka
> Please stop resending that big patch again and again, it's not going in, > it's full of problems. You need to provide correct forwards for all > functions instead of stubs, and the functions need to match the Windows > ones, you can't just copy the same spec file 12 times. Also the code was > wri

Re: d3dx9: Implement the different dlls

2008-01-09 Thread tony . wasserka
Oh okay, I resent a fixed patch. Why isn't it possible to forward the functions of the other dlls to the d3dx8 ones? Or is this just for keeping the code clean so that we don't have mixed d3dx8 and d3dx9_36 forwardings?

[2/2] d3dx9: Add d3dx9core.h

2008-01-08 Thread tony . wasserka
This patch adds the d3dx9core header file, which is used for the interface declarations. 0002-d3dx9-Add-d3dx9core.h.patch Description: Binary data

d3dx implementation senseless?

2008-01-08 Thread tony . wasserka
> Well, why then hasn't this patch been accepted? > http://www.winehq.org/pipermail/wine-patches/2007-November/047212.html Oh well, I see, corrupted... Seems like I'll spend the day on fixing that one :D

d3dx implementation senseless?

2008-01-08 Thread tony . wasserka
Well, why then hasn't this patch been accepted? http://www.winehq.org/pipermail/wine-patches/2007-November/047212.html

Re: d3dx implementation senseless?

2008-01-07 Thread tony . wasserka
Okay, I have a bit time now and tomorrow, so I'll probably have submitted a basic d3dx9 dll patch until Wednesday. So I'll create a new d3dx9 directory inside dlls, but I'm not that familiar with Wine's makefile system (not very much with makefiles in general honestly), so can anyone tell me how

Re: d3dx implementation senseless?

2008-01-06 Thread tony . wasserka
> Since everybody agrees that we need a built-in d3dx9, we could begin to > implement it. > In the last talk about it, no plan was found to implement it: does one create > a wined3dx or implement on the top of the last d3dx9 > dll? > > So, I think that a definitive answer should be given very qu

Re: d3dx implementation senseless?

2008-01-04 Thread tony . wasserka
> I do not think patents which are blocking your ability to use the DLLs > in Wine. It is your Windows license. > > I believe that if you have a Windows license for your machine, you are > free to use Windows or its DLLs. This includes all the "free" downloads > from their web-pages. I think, if y

d3dx implementation senseless?

2008-01-04 Thread tony . wasserka
ned stuff. Best regards, Tony Wasserka (PS: if one argues that we need the implementation for WineLib, I _think_ it'd be enough to just stub all functions so that the program compiles fine and then use the native dll again)

d3dx8 [patch 1/10] Implement D3DXPlaneFromPointNormal

2007-11-30 Thread tony . wasserka
Okay, then that has been discussed. By the way, what about David's second patch? Was there anything wrong about it or why isn't it in the tree, yet?

d3dx8 [patch 1/10] Implement D3DXPlaneFromPointNormal

2007-11-30 Thread tony . wasserka
> So, just to clarify, you propose to create a d3dx9.dll dll, putting its > code in dlls/d3dx9. Does this dll exist on Windows? If not, then we > should call it wined3dx9 (and its code would go in dlls/wined3dx9). Well, it shouldn't even be a dll, just a folder were put in all the d3dx9 code and

d3dx8 [patch 1/10] Implement D3DXPlaneFromPointNormal

2007-11-28 Thread tony . wasserka
Anyways, where should we put the d3dx9 code? I mean, we have 13 folders to choose from.. Perhaps It'd be better if we create a new dll (or at least directory) called d3dx9 were we implement all d3dx9 stuff and let the other d3dx9_xx dlls just call these functions? This would improve the clarity