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
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
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
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
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
> 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
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
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
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
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
> 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
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
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