On Fri, 29 Jan 2010, Austin English wrote:
> Flex isn't GLPv3, it's got a BSD license:
> http://flex.sourceforge.net/manual/Copyright.html#Copyright
You're right, and I had actually checked that a few weeks ago and
confused it with something else now.
Excellent. Please do file a PR against FreeB
On Fri, 29 Jan 2010, Austin English wrote:
> Right. But it's a bug in the sense that FreeBSD is shipping an
> _extremely_ old version of flex ;-).
True.
> Can you put in a request to update flex for FreeBSD 8.1/9.0? Or
> should I register/file a bug?
Filing a request is fine, if you want to do
On Fri, Jan 29, 2010 at 1:44 PM, Gerald Pfeifer wrote:
> On Fri, 29 Jan 2010, Austin English wrote:
>> Right. But it's a bug in the sense that FreeBSD is shipping an
>> _extremely_ old version of flex ;-).
>
> True.
>
>> Can you put in a request to update flex for FreeBSD 8.1/9.0? Or
>> should I r
On 01/29/2010 07:17 PM, Tony Wasserka wrote:
> Am 28.01.2010 21:42, schrieb Loïc Hoguin:
>>
>> What would be the solution then to have a chance to get Tony's work
>> committed if he can't/won't do the rest of the work himself
> FWIW, I handed in my skilled-work paper today, so I've had some spare
>
Am 28.01.2010 21:42, schrieb Loïc Hoguin:
>
> What would be the solution then to have a chance to get Tony's work
> committed if he can't/won't do the rest of the work himself
FWIW, I handed in my skilled-work paper today, so I've had some spare
time today again. I just prepared a patch which imple
On Thu, Jan 28, 2010 at 7:03 PM, Gerald Pfeifer wrote:
> On Wed, 27 Jan 2010, Tom Wickline wrote:
>> The version check fails on FreeBSD 8 even tho flex-2.5.35_3 is
>> installed from ports.
>>
>> # flex --version
>> flex version 2.5.4
>>
>> The version check passes on Linux and OpenSolaris but Free
On Wed, 27 Jan 2010, Tom Wickline wrote:
> The version check fails on FreeBSD 8 even tho flex-2.5.35_3 is
> installed from ports.
>
> # flex --version
> flex version 2.5.4
>
> The version check passes on Linux and OpenSolaris but FreeBSD has a
> harder time with it.
>
> Gerald has a workaround f
On 01/28/2010 09:25 PM, Henri Verbeet wrote:
> On 28 January 2010 20:15, Arjun Comar wrote:
>> Ah, I wasn't going to do it as a SoC project, but rather as a way to get a
>> feel for wine, directx, etc. over the next couple months (leading up to
>> SoC). Henri is suggesting that I not do so?
>>
> I
On 28 January 2010 20:15, Arjun Comar wrote:
> Ah, I wasn't going to do it as a SoC project, but rather as a way to get a
> feel for wine, directx, etc. over the next couple months (leading up to
> SoC). Henri is suggesting that I not do so?
>
I think anyone would have a hard time getting those co
On 01/28/2010 08:15 PM, Arjun Comar wrote:
> Ah, I wasn't going to do it as a SoC project, but rather as a way to get
> a feel for wine, directx, etc. over the next couple months (leading up
> to SoC). Henri is suggesting that I not do so?
>
> Anyway, if there are no objections, I'm willing to do
Am 28.01.2010 20:38, schrieb Reece Dunn:
> There is already support for WIC codecs by Vincent Povirk that has
> been committed into wine, supporting bmp, jpeg, gif, png and other
> formats.
>
> I don't know how complete this is, though, for what D3DX needs.
>
> - Reece
>
>
yeah, the plan was to
On 28 January 2010 19:25, Tony Wasserka wrote:
> Just btw, those depend on D3DXGetImageInfoFromMemory, D3DXFilterTexture,
> D3DXCreateTexture and possibly others I can't think of right now.
> D3DXFilterTexture is quite trivial, but the other two also add a notable
> effort. On the other hand, I ha
Am 28.01.2010 19:46, schrieb Loïc Hoguin:
> If a student wishes to do the integration work as a SoC project, then
> I'll step down. It'll certainly be more helpful for a student than for
> me. I can find another project to work on in that case.
>
>
Not sure whether integration of my work is stil
Ah, I wasn't going to do it as a SoC project, but rather as a way to get a
feel for wine, directx, etc. over the next couple months (leading up to
SoC). Henri is suggesting that I not do so?
Anyway, if there are no objections, I'm willing to do it. Loic, you probably
have more experience, I'll ced
On 01/28/2010 06:33 PM, Tony Wasserka wrote:
> About my own work, it's not been integrated that much, yet: Loïc Hoguin
> has expressed interest to integrate them, but I'm not sure whether he
> was sure about that, yet.
> I might work again on integrating my texture stuff in case you'd really
> par
2010/1/28 Tony Wasserka :
> Henri: I'm not sure whether the D3DX9 interface _depends_ on the HLSL
> compiler; maybe the bytecode effect compiler does, but there's plenty of
The effect compiler does, you can use embedded HLSL or assembly in
effects. You can skip implementing the compiler of course,
About my own work, it's not been integrated that much, yet: Loïc Hoguin
has expressed interest to integrate them, but I'm not sure whether he
was sure about that, yet.
I might work again on integrating my texture stuff in case you'd really
participate in gsoc with some d3dx stuff, can't promise an
2010/1/28 Stefan Dösinger :
> On Wednesday 27 January 2010 23:41:27 Henri Verbeet wrote:
>> The problem with the effect interface is that there are several fairly
>> large parts/dependencies to implement. For example, it has important
>> dependencies on both the (non-existent) HLSL compiler and the
On Wednesday 27 January 2010 23:41:27 Henri Verbeet wrote:
> The problem with the effect interface is that there are several fairly
> large parts/dependencies to implement. For example, it has important
> dependencies on both the (non-existent) HLSL compiler and the only
> partially merged shader a
On 27 January 2010 20:14, Arjun Comar wrote:
> @Henri: I'm always up for a challenge. Perhaps you could suggest a smaller
> subset of the problem that would be more feasible to attempt in 2-3 months?
> Perhaps a few effects rather than any significant chunk of them? Also, what
> are you looking fo
That sounds interesting, and may be a good way to learn. I'll CC this reply
to him to see if he still needs somebody.
@Tony: It'd be slow going since I still need to learn how everything works,
but if you're willing to work with me, I don't mind helping you out with
your project.
On Wed, Jan 27,
Howdy!
While you're figuring out your proposal, you might want
to look over the code from previous SoC (or university) Wine
projects that didn't quite make it in. One easy one might
be the dxdiag written by the UCLA students.
Dusting it off and bringing some of its features into the wine tree
migh
hi arjun,
it's good to see your interest :)
tony has been searching for someone to integrate his gsoc work, see:
http://www.winehq.org/pipermail/wine-devel/2010-January/081160.html
maybe you are that guy? ;) it would serve as an introduction to the
d3d environment at least. maybe too much idk.
i
Thanks everybody for the replies.
>Welcome! I'm glad you've chosen Wine; we can sure use more help.
>
>Sounds like you know your way around, but please feel free to ask for help
>anytime. The IRC channel works particularly well; real discussions will
>keep us from being annoyed by the trolls.
>
On Wed, Jan 27, 2010 at 8:36 AM, Michael Stefaniuc wrote:
> Tom Wickline wrote:
>> On Wed, Jan 27, 2010 at 8:32 PM, Paul Vriens
>> wrote:
>>> Not sure how new it is, but it looks like 2.5.33 is the minimum:
>>>
>>> http://source.winehq.org/git/wine.git/?a=commitdiff;h=ce3077e55d76c3870f5724c
Stefan Dösinger wrote:
> Am 27.01.2010 um 13:16 schrieb Henri Verbeet:
>
>> On 27 January 2010 12:57, Tony Wasserka wrote:
>>> at the msdn documentation to see the whole list of interfaces. I guess
>>> the most profitable would be implementing the effect interfaces, since
>>> these are the most u
Tom Wickline wrote:
> On Wed, Jan 27, 2010 at 8:32 PM, Paul Vriens
> wrote:
>> Not sure how new it is, but it looks like 2.5.33 is the minimum:
>>
>> http://source.winehq.org/git/wine.git/?a=commitdiff;h=ce3077e55d76c3870f5724cd995e980e4756
>>
>> --
>> Cheers,
>>
>> Paul.
> The version check
On Wed, Jan 27, 2010 at 8:32 PM, Paul Vriens wrote:
> On 01/27/2010 01:25 PM, Stefan Dösinger wrote:
>>
>> It would help a lot if the code from last years gsoc d3dx9 projects made
>> it into wine git sooner rather than later to allow new participants to build
>> on it. I don't know what the state
On 01/27/2010 01:25 PM, Stefan Dösinger wrote:
It would help a lot if the code from last years gsoc d3dx9 projects made it
into wine git sooner rather than later to allow new participants to build on
it. I don't know what the state of Tony's work is, but I think the only real
concern blocking
Am 27.01.2010 um 13:16 schrieb Henri Verbeet:
> On 27 January 2010 12:57, Tony Wasserka wrote:
>> at the msdn documentation to see the whole list of interfaces. I guess
>> the most profitable would be implementing the effect interfaces, since
>> these are the most used ones next to shaders and t
On 27 January 2010 12:57, Tony Wasserka wrote:
> at the msdn documentation to see the whole list of interfaces. I guess
> the most profitable would be implementing the effect interfaces, since
> these are the most used ones next to shaders and textures. I'm not sure
I'm sure the effect interface w
Hi,
We've had two D3DX projects last year - one implementing shaders, the
other (which was mine) implementing meshes, fonts and texturing code.
Both have only partially been integrated, yet (as far as I know), but
most of the other stuff in d3dx9 is still untouched, you can take a look
at the msdn
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