Re: DDraw issues, etc.

2004-04-05 Thread Tim Hentenaar
On Sun, 4 Apr 2004 10:58:44 +0200 Lionel Ulmer <[EMAIL PROTECTED]> wrote: > So you should just have to loop over all the rectangles and do the > 'copy_on_screen' as many times as there are rectangles. > > Of course, if they overlap, this method will still work except that we would > 're-Blit' som

Re: DDraw issues, etc.

2004-04-04 Thread Tim Hentenaar
On Mon, 5 Apr 2004 02:20:51 +0200 (CEST) Francois Gouget <[EMAIL PROTECTED]> wrote: > It looks like an i810 to me (but I have never actually seen one so...) > > Do you know if it is integrated on the motherboard? And then is it an > Intel chipset? > > Also, cat /proc/asound/cards will tell you w

Re: DDraw issues, etc.

2004-04-04 Thread Francois Gouget
On Sun, 4 Apr 2004, Tim Hentenaar wrote: [...] > 00:1f.5 Multimedia audio controller: Intel Corp. 82801BA/BAM AC'97 Audio (rev 05) [...] > Hmm.. I don't believe that my card is an i810, it could be, but I have > the alsa drivers statically linked into my kernel and I forgot exactly > which one it i

Re: DDraw issues, etc.

2004-04-04 Thread Tim Hentenaar
On Sun, 4 Apr 2004 16:17:29 +0200 (CEST) Francois Gouget <[EMAIL PROTECTED]> wrote: > Do you have an i810 sound card by any chance? 00:1f.5 Multimedia audio controller: Intel Corp. 82801BA/BAM AC'97 Audio (rev 05) > I'm asking this because there are known problems with sound on i810 > soundcards

Re: DDraw issues, etc.

2004-04-04 Thread Francois Gouget
On Sun, 4 Apr 2004, Tim Hentenaar wrote: [...] > I'm also looking at some of the wave driver stuff. WineX's wave driver > (at least the OSS driver) does the sound for the game perfectly > whereas Wine's wave output sounds rather odd, crackling, and it seems > not to flush the buffer properly. :P D

Re: DDraw issues, etc.

2004-04-04 Thread Lionel Ulmer
> And that it does :/ It seems not to update the screen properly, but then > again, it could be something not completely implemented in Wine, or the game > engine. Well, if it asks for multiple clipping rectangles, and from what I found out in the MSDN, they should not overlap. So you should just

Re: DDraw issues, etc.

2004-04-04 Thread Tim Hentenaar
On Sun, 4 Apr 2004 10:26:34 +0200 Lionel Ulmer <[EMAIL PROTECTED]> wrote: >Of course, if it uses more than one, some adaptations > would be needed :-/ And that it does :/ It seems not to update the screen properly, but then again, it could be something not completely implemented in Wine, or the

Re: DDraw issues, etc.

2004-04-04 Thread Lionel Ulmer
On Sat, Apr 03, 2004 at 08:34:38PM -0500, Tim Hentenaar wrote: > I had a look, and implemented a clip list with one rect to use the same > code as with an hWnd since they are virtually the same. This app is wierd in > the fact that it dosen't use the hWnd for clipping with one rect, but rather > a

Re: DDraw issues, etc.

2004-04-03 Thread Tim Hentenaar
On Sat, 3 Apr 2004 04:00:23 -0500 Tim Hentenaar <[EMAIL PROTECTED]> wrote: > > As far as I can see in the code, the > > only case supported with clipping is the case where only one rectangle is > > given in the clip list via the SetHWnd method (see, for example, > > User_copy_to_screen in dlls/ddr

Re: DDraw issues, etc.

2004-04-03 Thread Tim Hentenaar
On Sat, 3 Apr 2004 10:26:12 +0200 Lionel Ulmer <[EMAIL PROTECTED]> wrote: > Usually, games use the Clipper to do 'non-full screen' DirectX applications. > There is no way to do a work-around to have it running in full-screen :-) ? While it doesn't make sense it does use the Clipper even in fullsc

Re: DDraw issues, etc.

2004-04-03 Thread Lionel Ulmer
> I've implemented SetClipList and GetClipList in the DirectDraw Clipper, > and I'm wondering how I should go about implementing clipping in > DirectDraw's Blt() (if it isn't already done somewhere). Usually, games use the Clipper to do 'non-full screen' DirectX applications. There is no way to do

DDraw issues, etc.

2004-04-02 Thread Tim Hentenaar
Hi all, I've implemented SetClipList and GetClipList in the DirectDraw Clipper, and I'm wondering how I should go about implementing clipping in DirectDraw's Blt() (if it isn't already done somewhere). M$'s documentation isn't too great, so I figured I should ask around. There's a game one of