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
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
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
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,
> 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
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
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.
>
>> +
> + 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
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
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
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
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
> /*
> * 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
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...
>>>
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
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.
> --- 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
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
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.
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
> 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
> &
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
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
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