On 28 May 2013 00:36, John Yani wrote:
> Hi. I'm trying to set up a minimal implementation that will allow to run
> Assasin's Creed III.
It's somewhat unlikely that you'll be able to make the game work just
by implementing these functions, your best chance in that regard may
be to disable dxgi in
Hi. I'm trying to set up a minimal implementation that will allow to run
Assasin's Creed III.
It uses these 2 functions:
dxgi.dll.CreateDXGIFactory1
d3d11.dll.D3D11CreateDevice
See http://bugs.winehq.org/show_bug.cgi?id=24517
I need an advice on how to implement CreateDXGIFactory1 without duplic
Hi. I'm trying to set up a minimal implementation that will allow to run
Assasin's Creed III.
It uses these 2 functions:
dxgi.dll.CreateDXGIFactory1
d3d11.dll.D3D11CreateDevice
See http://bugs.winehq.org/show_bug.cgi?id=24517
I need an advice on how to implement CreateDXGIFactory1 without duplic
Vitaliy Margolen wrote:
> On 10/20/2011 06:18 PM, Dan Kegel wrote:
>> On Thu, Oct 20, 2011 at 5:15 PM, Vitaliy Margolen
>> wrote:
> device.c:117: Test failed: GetDeviceData() should have failed:
> 80040207
> device.c:120: Test failed: GetDeviceData() should have failed:
> 80040207
On 10/20/2011 06:26 PM, Vitaliy Margolen wrote:
On 10/20/2011 06:18 PM, Dan Kegel wrote:
On Thu, Oct 20, 2011 at 5:15 PM, Vitaliy Margolen
wrote:
device.c:117: Test failed: GetDeviceData() should have failed: 80040207
device.c:120: Test failed: GetDeviceData() should have failed: 80040207
make
On 10/20/2011 06:18 PM, Dan Kegel wrote:
On Thu, Oct 20, 2011 at 5:15 PM, Vitaliy Margolen
wrote:
device.c:117: Test failed: GetDeviceData() should have failed: 80040207
device.c:120: Test failed: GetDeviceData() should have failed: 80040207
make: *** [device.ok] Error 8
Could be because of
On Thu, Oct 20, 2011 at 5:15 PM, Vitaliy Margolen
wrote:
>>> device.c:117: Test failed: GetDeviceData() should have failed: 80040207
>>> device.c:120: Test failed: GetDeviceData() should have failed: 80040207
>>> make: *** [device.ok] Error 8
>
> Could be because of definition problems. Here's wha
Could be because of definition problems. Here's what I get compiling wine64:
../../../../wine.git/dlls/dinput/tests/device.c:117:5: warning: comparison
is always false due to limited range of data type
../../../../wine.git/dlls/dinput/tests/device.c:120:5: warning: comparison
is always false due
Hi Vitaliy,
could you check on win64? I had a test failure there with your patch.
- Dan
On Thu, Oct 20, 2011 at 7:49 AM, wrote:
> This is an experimental automated build and test service.
> Please feel free to ignore this email while we work the kinks out.
>
> For more info about this message,
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
http://testbot.winehq.org/JobDetails.pl?Key=5248
Your paranoid android.
Am 18.08.2010 um 22:01 schrieb Oldřich Jedlička:
> +if(DDSD->ddsCaps.dwCaps & DDSCAPS_FRONTBUFFER) {
> +WARN("Application tried to create an explicit front buffer\n");
> LeaveCriticalSection(&ddraw_cs);
> return DDERR_INVALIDCAPS;
> }
This test seems redundant now.
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
http://testbot.winehq.org/JobDetails.pl?Key=4557
Your paranoid android.
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
http://testbot.winehq.org/JobDetails.pl?Key=4356
Your paranoid android.
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
http://testbot.winehq.org/JobDetails.pl?Key=4348
Your paranoid android.
On Wednesday 04 August 2010 10:10:17 Stefan Dösinger wrote:
> Am 03.08.2010
um 21:26 schrieb Oldřich Jedlička:
> > DirectX 1 interface allowed creation
of explicit back buffers, so move
> > the restrictive checks to DirectX 2+
implementations. Don't permit
> > creati
Am 03.08.2010 um 21:26 schrieb Oldřich Jedlička:
> DirectX 1 interface allowed creation of explicit back buffers, so move the
> restrictive checks to DirectX 2+ implementations. Don't permit creating of
> primary surface back buffer.
The patch(as well as 9 and 10) look OK to me.
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
http://testbot.winehq.org/JobDetails.pl?Key=4260
Your paranoid android.
Hi,
While running your changed tests on Windows, I think I found new failures.
Being a bot and all I'm not very good at pattern recognition, so I might be
wrong, but could you please double-check?
Full results can be found at
http://testbot.winehq.org/JobDetails.pl?Key=4186
Your paranoid android.
Hi Roderick,
On Thursday 22 July 2010 22:26:39 Roderick Colenbrander
wrote:
> On Thu, Jul 22, 2010 at 10:14 PM, Stefan Dösinger
>
>
wrote:
> > Am 22.07.2010 um 21:13 schrieb Oldřich
Jedlička:
> >> DirectX 1 interface allowed creation of explicit back
buffers, so move
>
Hi Roderick,
On Thursday 22 July 2010 22:26:39 Roderick Colenbrander wrote:
> On Thu, Jul 22, 2010 at 10:14 PM, Stefan Dösinger
>
> wrote:
> > Am 22.07.2010 um 21:13 schrieb Oldřich Jedlička:
> >> DirectX 1 interface allowed creation of explicit back buffers, so move
>
On Thu, Jul 22, 2010 at 10:14 PM, Stefan Dösinger
wrote:
>
> Am 22.07.2010 um 21:13 schrieb Oldřich Jedlička:
>
>> DirectX 1 interface allowed creation of explicit back buffers, so move the
>> restrictive checks to DirectX 2+ implementations.
> It is still mis
Am 22.07.2010 um 21:13 schrieb Oldřich Jedlička:
> DirectX 1 interface allowed creation of explicit back buffers, so move the
> restrictive checks to DirectX 2+ implementations.
It is still missing testing/handling of AddAttachedSurface
EOMEMORY | DDSCAPS_LOCALVIDMEM
This conforms to logic in method ddraw_create_surface that adds the two flags
if they are missing.
I have prepared one test on which I tried the DirectX CreateSurface logic
specifically for BACKBUFFERs on different DirectX interface versions. I used
similar commands a
rds,
> Oldrich.
>
>
> On Wednesday 21 July 2010 20:51:49 Oldřich Jedlička wrote:
>> Old DirectX interfaces allowed creation of explicit back buffers, so move
>> the restrictive check to DirectX 7 implementation.
>>
>> This fixes bug #9008.
>> ---
>>
July 2010 20:51:49 Oldřich Jedlička wrote:
> Old DirectX interfaces allowed creation of explicit back buffers, so move
> the restrictive check to DirectX 7 implementation.
>
> This fixes bug #9008.
> ---
> dlls/ddraw/ddraw.c | 35 ---
> 1 fi
t least one game verified to work with CreateSurface method
>>> > that allows creation of back buffers - Bulanci (Combat Pillows, bug
>>> > #9008). But I have to admit that I don't know the internals of WineD3D,
>>> > nor DirectX.
>>>
>>&g
ade aware of the change -
>> >> there's a SetFrontBackBuffers method in the wined3d device to
>> >> reconfigure the primary swapchain.
>> >
>> > There is at least one game verified to work with CreateSurface method
>> > that allows cre
method in the wined3d device to
> >> reconfigure the primary swapchain.
> >
> > There is at least one game verified to work with CreateSurface method
> > that allows creation of back buffers - Bulanci (Combat Pillows, bug
> > #9008). But I have to admit that
Hi James,
On Tuesday 20 July 2010 03:43:39 James McKenzie wrote:
> Austin English wrote:
> > 2010/7/19 Oldřich Jedlička :
> >> The tests will be a problem, because I don't have the Windows machine as
> >> a reference. Also `make test` fails on DirectX tests for me
method in the wined3d device to
> >> reconfigure the primary swapchain.
> >
> > There is at least one game verified to work with CreateSurface method
> > that allows creation of back buffers - Bulanci (Combat Pillows, bug
> > #9008). But I have to admit that
Austin English wrote:
2010/7/19 Oldřich Jedlička :
The tests will be a problem, because I don't have the Windows machine as a
reference. Also `make test` fails on DirectX tests for me because of r600
driver bug...
When I write CreateSurface tests (for various interfaces), is there a wa
one game verified to work with CreateSurface method that
> allows creation of back buffers - Bulanci (Combat Pillows, bug #9008). But I
> have to admit that I don't know the internals of WineD3D, nor DirectX.
You probably get away with not dealing with AddAttachedSurface by luck. With
the
rding to your changes :-)
> > The tests will be a problem, because I don't have the Windows machine as
> > a reference. Also `make test` fails on DirectX tests for me because of
> > r600 driver bug...
> >
> > When I write CreateSurface tests (for various interfaces
nce. Also `make test` fails on DirectX tests for me because of r600
> driver bug...
>
> When I write CreateSurface tests (for various interfaces), is there a way for
> me to run the tests on Windows? I have a Windows XP machine at work.
>
As Austin mentioned you can use "make crosst
mbat Pillows, bug #9008). But I
have to admit that I don't know the internals of WineD3D, nor DirectX.
Oldrich.
>
> Am 19.07.2010 um 19:27 schrieb Oldřich Jedlička:
> > This fixes bug #9008.
> > ---
> > dlls/ddraw/ddraw.c | 25 +
>
2010/7/19 Oldřich Jedlička :
> The tests will be a problem, because I don't have the Windows machine as a
> reference. Also `make test` fails on DirectX tests for me because of r600
> driver bug...
>
> When I write CreateSurface tests (for various interfaces), is there a way
org/patches/data/63676.
I will enhance the log message, no problem here. Should I consider the
referenced patch as being applied (so that I should base my patch on it)?
The tests will be a problem, because I don't have the Windows machine as a
reference. Also `make test` fails on Direc
Allowing the creation of the surface is most likely not enough, the backbuffer
has to be useable after it has been created. Specifically, when the app
attaches the backbuffer to the frontbuffer(assuming this works, needs a test)
wined3d has to be made aware of the change - there's a SetFrontBack
2010/7/19 Oldřich Jedlička :
> This fixes bug #9008.
Please provide a more descriptive log message, and consider writing a
test. I'm also pretty sure this will conflict with
http://source.winehq.org/patches/data/63676.
Austin English wrote:
> I've updated winetricks ...
>
> Get it at http://winezeug.googlecode.com/svn/trunk/winetricks
Were you aware that VERSION is still set to 20100317?
On Mon, Apr 12, 2010 at 1:43 AM, wrote:
> Austin English wrote:
>
>> I've updated winetricks ...
>>
>> Get it at http://winezeug.googlecode.com/svn/trunk/winetricks
>
> Were you aware that VERSION is still set to 20100317?
Yes, Dan updates that when he puts it at
http://kegel.com/wine/winetrick
Howdy all,
I've updated winetricks's directx-beta verb to hopefully workaround
the problems it has in wine. Using directx-beta now installs directx
in winxp mode, then also extracts and regsvr's the directplay and
directmusic dll's (using the winetricks directplay an
On 16 March 2010 19:00, Dan Kegel wrote:
> I looked at the ie9 preview.
> You have to set the windows version to 7, but then it
> needs ie8 and "directx 2d" installed.
Does it work by faking an IE8 install (version, registry, etc.).
> I've added a win7 verb to wine
On 16 March 2010 20:49, Roderick Colenbrander wrote:
> Direct2D support might not be that far away though and we MIGHT be
> able to use the native dll for now (depending on how it is
> implemented). The library is build on top of DXGI which is the toolkit
> on top of which Direct3D10/11 are build
On Wed, Mar 17, 2010 at 3:00 AM, Dan Kegel wrote:
> I looked at the ie9 preview.
> You have to set the windows version to 7, but then it
> needs ie8 and "directx 2d" installed.
>
> I've added a win7 verb to winetricks, and would accept an ie8 verb patch
>
have
been a useful gsoc project but it is hard to see results since I don't
think there are standalone DXGI apps.
Roderick
On Tue, Mar 16, 2010 at 8:00 PM, Dan Kegel wrote:
> I looked at the ie9 preview.
> You have to set the windows version to 7, but then it
> needs ie8 and &qu
I looked at the ie9 preview.
You have to set the windows version to 7, but then it
needs ie8 and "directx 2d" installed.
I've added a win7 verb to winetricks, and would accept an ie8 verb patch
if someone sent it, but I suspect DirectX 2D might be a tough
nut to crack.
disable sound (Issue 87)
Bump firefox to 3.5.6
Add multisampling enable/disable options
Add directdrawrenderer gdi/opengl options
Add RenderTargetLockMode override options
winetrickstest: move vc2005express to broken, add a note in winetricks
Add directx-beta verb (winver=XP, not 2k). Fixes winezeu
tplay) and regsvr32 them manually.
> In CrossOver we offer two dx packages - DirectX(Legacy) installs in win2k
> mode, DirectX(Modern) installs in winxp mode.
>
>
>
>
Am 15.12.2009 um 10:08 schrieb Austin English:
> Hm. For that matter, it could do an install with XP, then use
> cabextract to get directplay/directmusic (winetricks already has an
> option for directplay) and regsvr32 them manually.
In CrossOver we offer two dx packages - Direc
On Tue, Dec 15, 2009 at 3:05 AM, Stefan Dösinger wrote:
>
> Am 15.12.2009 um 07:56 schrieb Austin English:
>> Long story short, someone complained that 'winetricks directx9'
>> crashes on OS X, but works if the windows version is set to xp instead
>> of 2k.
> Did you try setting mscoree to disable
Am 15.12.2009 um 07:56 schrieb Austin English:
> Long story short, someone complained that 'winetricks directx9'
> crashes on OS X, but works if the windows version is set to xp instead
> of 2k.
Did you try setting mscoree to disabled?
> I've played around with it a bit, and it seems that using x
On Tue, Dec 15, 2009 at 1:09 AM, Tom Wickline wrote:
> Howdy,
>
> From memory I know dxdiag.exe wont work on Linux if its set to XP the only
> way to get it to work properly is set the windows version to 2k. As for MAC
> I'm not sure, you will need another sucker.. I mean guinea pig to test there
Howdy,
>From memory I know dxdiag.exe wont work on Linux if its set to XP the only
way to get it to work properly is set the windows version to 2k. As for MAC
I'm not sure, you will need another sucker.. I mean guinea pig to test there
:)
Maybe have two versions, one for Linux and one for Mac?
C
Howdy all,
I e-mailed wine-users a few days ago, but had no volunteers. I know
most of you here aren't the target audience for using winetricks
directx9, but since neither Dan or I game much, we need a guinea pig
;-).
Long story short, someone complained that 'winetricks directx9'
crashes on OS X
2009/10/26 Henri Verbeet :
> 2009/10/26 Warren Dumortier :
>> So i would like to know if there's already something running concerning
>> DirectX 10? Like making very basic applications?
>> The fact i would like to know that is because i'm curious what has alread
&
2009/10/26 Warren Dumortier :
> I've searched and didn't found any recent topic concerning DirectX 10 in
> Wine.
>
> So i would like to know if there's already something running concerning
> DirectX 10? Like making very basic applications?
> The fact i would
I've searched and didn't found any recent topic concerning DirectX 10 in
Wine.
So i would like to know if there's already something running concerning
DirectX 10? Like making very basic applications?
The fact i would like to know that is because i'm curious what has alread
* On Thu, 15 Oct 2009, Paul Janoski wrote:
>
> Can anybody please tell me how complete the DirectMusic wine emulation
> is on Linux.
The main contributor seems to be Rok Mandeljc (judging from the filtered
output of git-blame):
$ time (for fn in dlls/dm*/*.c dlls/dswave/*.c; do \
git-blame
It might work for some basic tasks but it is mostly incomplete.
Roderick
On Friday, October 16, 2009, Paul Janoski wrote:
> Can anybody please tell me how complete the DirectMusic wine emulation is on
> Linux.
>
> Thank You,
> Paul Janoski
>
>
>
>
Can anybody please tell me how complete the DirectMusic wine emulation
is on Linux.
Thank You,
Paul Janoski
2009/8/10 James Carthew :
> From 3fc1812db11e6468b9774f597993c292f36873b7 Mon Sep 17 00:00:00 2001
> From: Your Name
> Date: Mon, 10 Aug 2009 12:11:31 +0930
> Subject: [PATCH] removes 1024mb from geforce 260 gtx and adds 896mb instead
> to directx.c
> to match real geforce 260gtx cards.
Please
2009/3/8 Vincent Weber :
> Why do you want to install DirectX on Wine? Wine has DirectX support. :S
Some games/apps want d3dx9_## DLLs, which are currently stubs in Wine.
They are distributed with the DirectX runtime redist, but that doesn't
mean you want full DirectX installed.
> You
h the AppDB entry by entry to fix
> the non-UTF-8 characters; it would be very easy for me to to do this at the
> same time.
I'm all for filtering out PlayOnLinux/ies4linux reports. Ideally,
instructions for users on the AppDB should not include anything that
we refuse to support in ot
On Fri, 6 Mar 2009 10:48:15 +1100
Ben Klein wrote:
>
> I was going to say check the AppDB, but then I noticed that most of
> the reports had this as an instruction, using ies4linux or
> PlayOnLinux, neither of which Wine approves of. I've cleared out the
> AppDB of those entries and asked the pe
2009/3/4 alice_wl :
> hello I just installed wine and used winetricks to get IE
> actualy I want to play combat arms
I was going to say check the AppDB, but then I noticed that most of
the reports had this as an instruction, using ies4linux or
PlayOnLinux, neither of which Wine approves of. I've c
had to disable "Accelerate 3D graphics (DirectX 9.0c)" in the VM
> settings on
> several of my Vmware boxes. Winetest crashed my W2K and Vista box
> (ddraw:d3d)
> and made my Win98 box unresponsive (user32:sysparams when changing to 8bit
> display).
>
> If I can find some
Hi,
FYI.
I had to disable "Accelerate 3D graphics (DirectX 9.0c)" in the VM settings on
several of my Vmware boxes. Winetest crashed my W2K and Vista box (ddraw:d3d)
and made my Win98 box unresponsive (user32:sysparams when changing to 8bit
display).
If I can find some spare t
2008/10/17 Warren Dumortier <[EMAIL PROTECTED]>:
> Hi!
>
> A lot of games currently doesn't start 'out-of-the-box' by missing
> d3dx9_36.dll, wouldn't it a good idea to have this dll in wine, is it
> possible, difficult?
Wine does have that dll, but large parts of it are still unimplemented.
Hi!
A lot of games currently doesn't start 'out-of-the-box' by missing
d3dx9_36.dll, wouldn't it a good idea to have this dll in wine, is it
possible, difficult?
I'm not a programmer, just a wine user proposing this idea (would be nice).
Thanks, kind regards dear devs! :)
On Mon, Mar 10, 2008 at 12:44 PM, Denver Gingerich <[EMAIL PROTECTED]> wrote:
> The DirectX refresh rate override feature that this patch implements is
> described in main.c below.
>
> In order for the override to take effect only on SetDisplayMode and not on
> Rest
.
So I think we're stuck with leaving ChangeDisplaySettingsEx as it is
and implementing what hacks Windows has for DirectX applications so
that we can at least get a partial fix.
Denver
1. http://www.winehq.org/pipermail/wine-patches/2008-March/050965.html
Am Samstag, 8. März 2008 00:52:23 schrieb Denver Gingerich:
> Basically, I am running an application that calls SetDisplayMode and
> doesn't specify a refresh rate. ChangeDisplaySettingsEx picks the
> first mode that matches the bpp, and resolution, and that mode just so
> happens to have a bad re
On Fri, Mar 7, 2008 at 6:14 PM, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Am Freitag, 7. März 2008 22:29:01 schrieb Denver Gingerich:
>
> > The DirectX refresh rate override feature that this patch implements is
> > described in main.c below.
> >
> > In o
Am Freitag, 7. März 2008 22:29:01 schrieb Denver Gingerich:
> The DirectX refresh rate override feature that this patch implements is
> described in main.c below.
>
> In order for the override to take effect only on SetDisplayMode and not on
> RestoreDisplayMode it was necess
Am Samstag, 8. Dezember 2007 20:42:05 schrieb Sònia Xapellí Brú:
> I know there was some discussion concerning the use of hlsl2glsl and
> that it is not directly useful as it seems that the conversion to
> assembler is necessary in d3d9. Nevertheless, when it comes to
> d3d10,Shader Model 4 relies
I know there was some discussion concerning the use of hlsl2glsl and
that it is not directly useful as it seems that the conversion to
assembler is necessary in d3d9. Nevertheless, when it comes to
d3d10,Shader Model 4 relies only in source code and forbids the
programmers from implementing d
there.
> > It may be useful contacting the nouveau (open source NVidia 3D driver
> > reverse engineering project) development team to see if they can add
> > OpenGL extensions for DirectX functionality.
> This sounds like a nice idea, but in reality we've been talking about
ee if they can add
> OpenGL extensions for DirectX functionality.
This sounds like a nice idea, but in reality we've been talking about getting
various X11 or opengl extensions added to $SOFTWARE and it never happened.
signature.asc
Description: This is a digitally signed message part.
The problem with all that is that DirectX is tightly integrated into
Windows-specific components, and therefore the only level that it could
exist is along the rest of the Wine layer. I also wish to note that AMD
isn't releasing radeon drivers, they had Novell develop a WHOLE NEW driver
fo
On 23/11/2007, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Hi,
> Implementing Direct3D at driver level won't magically fix things. The issues
> will be still the same: Undocumented or incorrectly documented behavior of
> Direct3D and broken apps which rely on defined results in per se undefined
>
On 23/11/2007, Remco <[EMAIL PROTECTED]> wrote:
> I don't know the first thing about driver- and DirectX-programming, so please
> forgive (and point out) any mistakes.
>
> As a reader of this list I'm wondering; there are quite a few problems that
> come from
Hi,
Implementing Direct3D at driver level won't magically fix things. The issues
will be still the same: Undocumented or incorrectly documented behavior of
Direct3D and broken apps which rely on defined results in per se undefined
situations. There are only a handful of cases where OpenGL<->Dire
I don't know the first thing about driver- and DirectX-programming, so please
forgive (and point out) any mistakes.
As a reader of this list I'm wondering; there are quite a few problems that
come from the fact that DirectX isn't 1:1 translatable to OpenGL. How about
talking to
Hello,
just wanted to let you know that with Wine 0.9.37, Sim City 4 is running
successfully in DirectX mode for the first time in the 3 years I've been
playing it under Wine. Previously, to be able to play at all, one had to
force the game to use OpenGL calls. The visual artifacts trig
> Our program was initially affected by Wine bug 2398, i.e. the bug that
> causes the OpenGL window to occupy the whole application window.
I forgot to mention this in my first mail, but Roderick Colenbrandner is
working on a patch that is supposed to fix the child window issue at its
root. Basic
started a month or
> so ago), but I'm having a couple of DirectX-related problems. We're using
> DirectX 9, the LinuxOS is Fedora Core 6, the Wine version is 0.9.32, and
> we're only using the binary loader, i.e. we're simply running our Windows
> executable under Wine
Hello,
I am a contractor for a company in the UK. I have developed a 3D module for an
oil reservoir visualisation program on Windows that is now required to run on
Linux. The Wine port has been very successful (it started a month or so ago),
but I'm having a couple of DirectX-related pro
On 19/03/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
GLSL is OK IMO, because some drivers(*cough* macos *cough*) have serious
problems with glsl. It could be included into the shader dropdown box. The
issue that needs to be dealt with is that we can't combine arb vertex shaders
and glsl pixel
On Mon, Mar 19, 2007 at 02:07:59PM +0100, Stefan D?singer wrote:
> > Hi,
> > implementing GLSL checkbox, OffScreenRenderingMode dropdown menu and
> > VideoMemorySize textbox into winecfg would be easy.
> GLSL is OK IMO, because some drivers(*cough* macos *cough*) have serious
> problems with glsl.
Stefan Dösinger wrote:
Hi,
implementing GLSL checkbox, OffScreenRenderingMode dropdown menu and
VideoMemorySize textbox into winecfg would be easy.
GLSL is OK IMO, because some drivers(*cough* macos *cough*) have serious
problems with glsl. It could be included into the shader dropdown box.
> Hi,
> implementing GLSL checkbox, OffScreenRenderingMode dropdown menu and
> VideoMemorySize textbox into winecfg would be easy.
GLSL is OK IMO, because some drivers(*cough* macos *cough*) have serious
problems with glsl. It could be included into the shader dropdown box. The
issue that needs t
gured as well, but still, it has to be done and that's why it
> can be found in winecfg. For those who like to configure DirectX thingers,
> the better way (after a setting has become somewhat "useful" of course)
> would be winecfg.
> Even more, what if someone doesn
; Because it's not something you should have to configure.
But "fiddling around" with native and built in DLLs is something that shouldn't
have to be configured as well, but still, it has to be done and that's why it
can be found in winecfg. For those who like to config
On 17/03/07, Louis Lenders <[EMAIL PROTECTED]> wrote:
I completely agree with this.This fiddling around with regedit is really
annoying, and moreover you cannot see what keys actually can be added or
changed. Adding it to winecfg is quite simple, so i wonder what the reason is,
why it's never bee
Bryan Haskins gmail.com> writes:
>
>
> Completely seconded, some nice UI love is the only thing we have under
Transgaming right now, really. But a native Exec. UI is > a python buggy UI.
>
> On 3/17/07,
> Michael Lothian fireburn.co.uk> wrote:
> HiHas anyone th
Completely seconded, some nice UI love is the only thing we have under
Transgaming right now, really. But a native Exec. UI is > a python buggy UI.
On 3/17/07, Michael Lothian <[EMAIL PROTECTED]> wrote:
Hi
Has anyone thought about adding the directx options to the Graphics
tab i
Hi
Has anyone thought about adding the directx options to the Graphics
tab in WineCfg
Just now I've been testing all the work been done on the graphics
layer on different games so I've been switching on and off GLSL and
changing backbuffer to fbo etc using regedit
Would it not be
On Tue, Mar 13, 2007 at 07:05:56PM +0100, Stefan Dösinger wrote:
> 2) Software Vertex Shaders
> Not a project for fancy new graphics, but rather to help compatiblity with
> older cards, for feature completeness and most notably testing. Native
> DirectX supports Vertex(not pixel) sh
Read the other thread for way more information. You would do best to follow
that model instead of thinking large scale lump all that you can of 10 in,
they're thinking more framework.
On 3/12/07, Kovács András <[EMAIL PROTECTED]> wrote:
Hi,
I think, that start working on Dx10 is a great opport
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