Re: XVidMode is required for Gamma Control

2006-04-05 Thread Molle Bestefich
Molle Bestefich wrote: > Mouse grabbing is now broken both with and without UseXVidMode. Scratch that. When using a virtual desktop, DXGrab works fine, with UseXVidMode=Y too. It does screw up if the window is placed near the KDE taskbar and you drag the mouse in that direction, but alas..

Re: XVidMode is required for Gamma Control

2006-04-05 Thread Molle Bestefich
Jesse Allen wrote: > Just set UseXVidMode = Y in HKCU\Software\Wine\X11 Driver and test the game. Ah, crap, someone's broken it completely. Can't exactly blame UseXVidMode though. It's something that happened after upgrading to 0.9.10. It doesn't switch to fullscreen anymore. Mouse grabbing is no

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Jesse Allen
On 4/4/06, Lionel Ulmer <[EMAIL PROTECTED]> wrote: > On Tue, Apr 04, 2006 at 10:42:18AM -0700, Jesse Allen wrote: > > 1) Allow XVidMode to init for gamma control regardless the setting of > > UseXVidMode. > > I already sent a patch for this. > > > > 2) Make UseXVidMode default to "Y". > > > > 3) Te

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Lionel Ulmer
On Tue, Apr 04, 2006 at 09:17:24PM +0200, Stefan Dösinger wrote: > Of course we might want to fix the mouse code sometimes to make the mouse > stay > insinde the virtual desktop or the window with XVidMode at all times if > that's possible at all. I tried once to do a 'DXGrab' for the virtual d

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Lionel Ulmer
On Tue, Apr 04, 2006 at 10:42:18AM -0700, Jesse Allen wrote: > 1) Allow XVidMode to init for gamma control regardless the setting of > UseXVidMode. > I already sent a patch for this. > > 2) Make UseXVidMode default to "Y". > > 3) Tell people to set UseXVidMode manually. 4) do not return an error

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Stefan Dösinger
> Just set UseXVidMode = Y in HKCU\Software\Wine\X11 Driver and test the > game. Gamma control works in opengl and wined3d with this setting. Tested in Jedi Academy and Gothic 2 with my ddraw patches Stefan pgpQSCc6lypHu.pgp Description: PGP signature

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Chris Morgan
> that's possible at all. It's pretty annoying that KDE re-aranges all windows > and icons when a game sets the screen res to 640x480. Yes, this is pretty annoying. Windows end up becoming fullscreen after the switch to 640x480 and when the res switches back to 1680x1050 the windows apparently sc

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Stefan Dösinger
Hi, > I hope these are acceptible results. These are with my patch applied > of course. I didn't try without DXGrab. I dunno if it's deprecated or > not. Yes, they are fine. Of course we might want to fix the mouse code sometimes to make the mouse stay insinde the virtual desktop or the window w

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Jesse Allen
On 4/4/06, Molle Bestefich <[EMAIL PROTECTED]> wrote: > Jesse Allen wrote: > > I think it used to default to Y until the switch-over to the registry, > > and the setting got lost. > > Perhaps that's why Starcraft suddenly started becoming playable? > > You use the mouse to scroll the play area in S

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Molle Bestefich
Jesse Allen wrote: > I think it used to default to Y until the switch-over to the registry, > and the setting got lost. Perhaps that's why Starcraft suddenly started becoming playable? You use the mouse to scroll the play area in Starcraft, it's completely broken unless the mouse stays within the

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Jesse Allen
On 4/4/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Hm. How does that interact with XRandr? There are still mouse grab issues in > some games(half-life comes to mind), often because games do not care to grab > the mouse. In this case using XVidMode will cause the mouse to leave the > window, wh

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Jesse Allen
On 4/4/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Hm. How does that interact with XRandr? There are still mouse grab issues in I believe that XRandR is preferred in the current code. > some games(half-life comes to mind), often because games do not care to grab > the mouse. In this case usi

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Tom Spear
On 4/4/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > 1) Allow XVidMode to init for gamma control regardless the setting of> > UseXVidMode. > > I already sent a patch for this.> >> > 2) Make UseXVidMode default to "Y".> > Let me know what any of you think is best. I'd prefer the first one so> >

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Jesse Allen
On 4/4/06, Alexandre Julliard <[EMAIL PROTECTED]> wrote: > "Jesse Allen" <[EMAIL PROTECTED]> writes: > > > > > 2) Make UseXVidMode default to "Y". > > > > We should probably do both #1 and #2. I don't think there's any reason > to have it disabled by default. > I think it used to default to Y unt

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Stefan Dösinger
> > 1) Allow XVidMode to init for gamma control regardless the setting of > > UseXVidMode. > > I already sent a patch for this. > > > > 2) Make UseXVidMode default to "Y". > > Let me know what any of you think is best. I'd prefer the first one so > > that I won't have people scratching their heads

Re: XVidMode is required for Gamma Control

2006-04-04 Thread Alexandre Julliard
"Jesse Allen" <[EMAIL PROTECTED]> writes: > There are three ways to fix the problem: > 1) Allow XVidMode to init for gamma control regardless the setting of > UseXVidMode. > I already sent a patch for this. > > 2) Make UseXVidMode default to "Y". > > 3) Tell people to set UseXVidMode manually. > >

XVidMode is required for Gamma Control

2006-04-04 Thread Jesse Allen
I've found that XVidMode is required for gamma control, and that it defaults to off. There are two bug reports about gamma. One is Diablo 2 as it fails to run at all in D3D mode because of it (and with a cryptic error too). The other is the gamma slider fails to produce the effect. There are