Re: IWineD3DDeviceImpl_SetRenderState

2008-07-28 Thread H. Verbeet
2008/7/28 Chris Ahrendt <[EMAIL PROTECTED]>: > Problem with this is if any of the above values change for whatever reason > then it breaks the verification. I agree for the most part that testing > the range makes sense but I think in this case it is safer to do it this > way. But if the general

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-28 Thread Chris Ahrendt
H. Verbeet wrote: > Unrelated to the patch, but if you intend to work on Wine, I'd > strongly recommend you setup git first. Got git yesterday and the repository just wanted to make sure the add was correct before I comitted and worked with git. > You shouldn't use d3d8 or d3d9 definitions in w

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Jochen
Chris Ahrendt schrieb: [...] > h... I do know without the patch EQ2 doesn't run and with it it > then gets into the start of the game.. so it might be another one of > the if's... I can add the fog to the break with no if's...let me try > that. Right now I am running just the git 1.1.2+ tr

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Chris Ahrendt
Stefan Dösinger wrote: >> so valid values would be max = >> ALPHA(FF)RED(FF)GREEN(FF)BLUE(FF) > Which is the whole range of a DWORD. A DWORD is between 0 and 0x. So > the if check will never evaluate to true. (Also checking a DWORD for <0 is > redundant because a DWORD is unsigned,

RE: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Stefan Dösinger
> so valid values would be max = > ALPHA(FF)RED(FF)GREEN(FF)BLUE(FF) Which is the whole range of a DWORD. A DWORD is between 0 and 0x. So the if check will never evaluate to true. (Also checking a DWORD for <0 is redundant because a DWORD is unsigned, thus never < 0) > I can chang

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Chris Ahrendt
Stefan Dösinger wrote: >> + case WINED3DRS_FOGCOLOR: >> + /* Valid Values are between 0 and (4 bytes alpha, red, >> green, and blue)) */ >> + if ((Value >= 0) || >> + (Value <= 0x)) break; > Humm, this does not sound right to me. The fog color used to be

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Chris Ahrendt
H. Verbeet wrote: > 2008/7/27 Chris Ahrendt <[EMAIL PROTECTED]>: >> Oh I also forgot... I believe that set render state is primarily called >> at the init of the app so should not overly effect the performance of >> the application. > Well, no, it pretty much gets called all the time. > >> +

RE: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Stefan Dösinger
> + case WINED3DRS_FOGCOLOR: > + /* Valid Values are between 0 and (4 bytes alpha, red, > green, and blue)) */ > + if ((Value >= 0) || > + (Value <= 0x)) break; Humm, this does not sound right to me. The fog color used to be A8R8G8B8, thus equal values ar

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread H. Verbeet
2008/7/27 Chris Ahrendt <[EMAIL PROTECTED]>: > Oh I also forgot... I believe that set render state is primarily called > at the init of the app so should not overly effect the performance of > the application. Well, no, it pretty much gets called all the time. > + /* Valid Values are betw

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Chris Ahrendt
Stefan Dösinger wrote: >> /* >> * Get / Set Render States >> * TODO: Verify against dx9 definitions >> * > As Henri said, this needs a test case. So far we have not found any Set* > function that returns an error. For SetTexture, SetSamplerState, ..., if the > sampler index is out of boun

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Chris Ahrendt
Stefan Dösinger wrote: >> /* >> * Get / Set Render States >> * TODO: Verify against dx9 definitions >> * > As Henri said, this needs a test case. So far we have not found any Set* > function that returns an error. For SetTexture, SetSamplerState, ..., if the > sampler index is out of boun

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread John Klehm
On Sun, Jul 27, 2008 at 7:59 AM, Chris Ahrendt <[EMAIL PROTECTED]> wrote: > I removed the documentation I just put it in there for this so people can > understand what was done... it is removed > Documentation is a good thing. You just can't use the exact same wording from a copyrighted source (M

RE: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Stefan Dösinger
> /* > * Get / Set Render States > * TODO: Verify against dx9 definitions > * As Henri said, this needs a test case. So far we have not found any Set* function that returns an error. For SetTexture, SetSamplerState, ..., if the sampler index is out of bounds, the native implementation hap

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread James McKenzie
Chris Ahrendt wrote: > H. Verbeet wrote: > >> 2008/7/27 Chris Ahrendt <[EMAIL PROTECTED]>: >> >>> I did not copy and paste from MSDN.. I used the rules defined in the >>> statelemt.. I can remove the comment if that is what you are talking >>> about? But the code itself I did myself... >>>

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread Chris Ahrendt
H. Verbeet wrote: > 2008/7/27 Chris Ahrendt <[EMAIL PROTECTED]>: >> I did not copy and paste from MSDN.. I used the rules defined in the >> statelemt.. I can remove the comment if that is what you are talking >> about? But the code itself I did myself... >> > Documentation is copyrighted. I removed

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread H. Verbeet
2008/7/27 Chris Ahrendt <[EMAIL PROTECTED]>: > I did not copy and paste from MSDN.. I used the rules defined in the > statelemt.. I can remove the comment if that is what you are talking > about? But the code itself I did myself... > Documentation is copyrighted.

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-27 Thread H. Verbeet
> --- device_old.c2008-07-25 11:42:25.0 -0400 > +++ device.c2008-07-26 21:07:45.0 -0400 Unrelated to the patch, but if you intend to work on Wine, I'd strongly recommend you setup git first. > +#define D3DBLEND_INVSRCCOLOR 4 You shouldn't use d3d8 or d3d9 definitions in win

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-26 Thread Chris Ahrendt
John Klehm wrote: > On Sat, Jul 26, 2008 at 8:25 PM, Chris Ahrendt <[EMAIL PROTECTED]> wrote: >> Attached to this note is a patch I have been working on for the past few >> days to finish out the above function. >> What I did was use MSDN for the definition : >> > > Copyright issues ensue when yo

Re: IWineD3DDeviceImpl_SetRenderState

2008-07-26 Thread John Klehm
On Sat, Jul 26, 2008 at 8:25 PM, Chris Ahrendt <[EMAIL PROTECTED]> wrote: > Attached to this note is a patch I have been working on for the past few > days to finish out the above function. > What I did was use MSDN for the definition : > Copyright issues ensue when you copy and paste from MSDN.

IWineD3DDeviceImpl_SetRenderState

2008-07-26 Thread Chris Ahrendt
of the arguments is invalid. +Requirements + +Header: Declared in D3D9.h + + / static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; DWORD oldValue

Re: Re: wined3d: IWineD3DDeviceImpl_SetRenderState added renderstates (try #2)

2006-05-20 Thread Roderick Colenbrander
> On 5/19/06, Jacob Peters <[EMAIL PROTECTED]> wrote: > > ChangeLog: I implemented more renderstates in device.c function > > IWineD3DDeviceImpl_SetRenderState() > > > > I added a few render states called by d3d8 demo app "mshdribl.exe", the > &

Re: wined3d: IWineD3DDeviceImpl_SetRenderState added renderstates (try #2)

2006-05-19 Thread Vitaliy Margolen
Friday, May 19, 2006, 9:15:57 PM, Jacob Peters wrote: > On 5/19/06, Jacob Peters <[EMAIL PROTECTED]> wrote: > ChangeLog: I implemented more renderstates in device.c function > IWineD3DDeviceImpl_SetRenderState() > I added a few render states called by d3d8 demo app "mshdr

Re: wined3d: IWineD3DDeviceImpl_SetRenderState added renderstates

2006-05-19 Thread H. Verbeet
On 19/05/06, Jacob Peters <[EMAIL PROTECTED]> wrote: ChangeLog: I implemented more renderstates in device.c function IWineD3DDeviceImpl_SetRenderState() Hello this is my first patch submition. A few render states called by d3d8 demo app "mshdribl.exe", the