On Monday 10 April 2006 14:48, Jason Green wrote:
> On 4/10/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
> > Map:
> >
> > D3DFMT_L16 -> GL_LUMINANCE16_EXT
> > D3DFMT_A16B16G16R16 -> GL_RGBA16_EXT
> > as Raphael suggested.
>
> Assuming this mapping
t you:
new Dx9 APIs:
IDirect3DSurface9::GetDC
IDirect3DSurface9::ReleaseDC
Anyway fixing the DIB engine will improve a lot professional applications as
photoshop, ...
> Lionel
Regards,
Raphael
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le, deadlocks ...
> Regards,
> Roderick Colenbrander
Regards,
Raphael
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work
> - an acceptable tradeoff, IMHO...
Well implemented OpenGL applications works:
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=42
if anyone can find a simple sample who reproduce the problem we can look how
to fix it (and if impact can be sufficient for a SoC project)
Regards,
Raphael
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On Wednesday 26 April 2006 00:53, Willie Sippel wrote:
> Am Mittwoch, 26. April 2006 01:10 schrieb Raphael:
> > On Tuesday 25 April 2006 17:26, Willie Sippel wrote:
> > > Am Dienstag, 25. April 2006 15:38 schrieb Louis Lenders:
> > > > Lionel Ulmer free.fr> write
bout that, you would time to code
it :)
> Lionel
Raphael
PS: it'll be cool to have a GLX extension to change the "fbconfig" of an
existing window and another to share contexts (ala wglShareLists)
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GLSL when available, else try ARB compat code ?
2 - try to use ARB when possible, else switch to GLSL ?
3 - choose the more performant (heuristic depency of opcodes performances) ?
And why about specifics NV/ATI extensions for shaders ?
Keep the good job,
Raphael
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> function names (both wrapper_wglMakeCurrent) are ok.
>
> If we can sort out the naming I could start adding the driver entry
> points to both GDI and x11drv, without migrating the actual function
> implementation, and than start migrating function by function to x11drv.
>
For info in windows openGL32.dll prerequs:
- user32.dll
- gdi32.dll
- ddraw.dll
I'll look at patch when i'll have time (too little for now)
Thx
Regards,
Raphael
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ode is a lot better to have separate X windows (as GLX context is
per windows).
I was thinking first to force creation on an GLXWindow when first enabling
openGL, to solve most of the problems of wglShareLists.
Anyway, this don't solve all cases of 2398 bug (only multi windows bugs)
remains intra windows gl contexts
Regards,
Raphael
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On Monday 15 May 2006 12:33, Marcin Kardas wrote:
> gltest once again - see attachment.
> This time you can move windows with mouse (but don't go out of main
> window or resize main window).
Funny demo :)
Regards,
Raphael
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>
> Comments?
>
> Thanks,
>
> Wino
Seems ok to me
Regards,
Raphael
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users most hated bugs as:
- dsound deadlocks/craps
- openGL problems (multi contexts, fb/visual configs)
- lotus problems
Note: it will be interesting to add user votes to wine-bugs (ala kde) to
better see user needs.
Regards,
Raphael
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t;soon but extreme cases like the WoW VMA layout problem which affects
>tons of users do highlight the issue.
For WoW the problem is really on WoW code.
Proposed patch (who try to adapt VM layout) only works for part of users.
I don't understand how blizzard made to handle their memory that way
> * A few random things I already got into arguments about (forums, libwine
>api etc) :)
>
> What do you guys think?
>
> thanks -mike
Regards,
Raphael
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t in wined3d, so this isn't the holy grail of patches or
> anything, but it will take us that much closer to supporting new
> games. Please lend a hand if you're able to. Thanks!
>
> (by the way, many thanks to the entire #winehackers crew for all the
> help along the way so far, it's been fun)
Impressive :)
I'll try to test it today (if i found time)
Keek the good job
Regards,
Raphael
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pecific need.
Anyway for using it, we need a lot of modifications on x11drv (in the fameous
window management code) acting as a composing manager.
Note: it will help a lot to provide a DIB engine not dependant to X
limitations
> Thanks,
> Huw.
Regards,
Raphael
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dy includes ASLR which is likely to break such
> software. It will need to be fixed sooner or later, might as well be
> sooner :)
Yes ia agree,
maybe asking them to try it on vista may help :)
Regards,
Raphael
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ki.winehq.org/OpenGL
>
> > The only parts who really needs X change are for:
> > - glShareList: sharing fb/visual config between exitings GLX contexts
> > - dinput mouse management
>
> Are those 1.0 blockers?
For the first no
For the second need users request (but it only impact games)
> - Dan
Regards,
Raphael
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ne to make the change.
> >
> >What do others think?
>
> +1
+1 too
Anyway i prefer people interested on having wined3d/opengl working over AGL
(ie porting GLX code) on wine-devel list (or better in wine-d3d list) :)
Regards,
Raphael
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see how windows handle that :)
Regards,
Raphael
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On Wednesday 07 June 2006 00:01, Ivan Gyurdiev wrote:
> Raphael wrote:
> > On Tuesday 06 June 2006 23:17, H. Verbeet wrote:
> >> This is a test for Ivan's patch for shader constants
> >> (http://source.winehq.org/git/?p=wine.git;a=commit;h=5f5969b3c5bd23
rawprim.c, indexbuffer.c, palette.c, query.c,
resource.c, stateblock.c, swapchain.c, utils.c, vertexbuffer.c, volume.c,
wined3d_main.c
Only one thing to new hackers: never begin with device.c :)
Regards,
Raphael
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VertexShaderFunction)" block ?
- i think moving binding code (GLSL and ARB) on a new base shader method (ex
IWineD3DBaseShaderImpl_Bind) will be cleaner (and permit to not have GLS/ARB
code in drawprim)
- same for shaders constant loading
Best Regards,
Raphael
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On Monday 12 June 2006 13:40, Stefan Dösinger wrote:
> Hi,
> This is an updated version of the VBO patch. The main difference is the
> integration with IWineD3DDevice::ProcessVertices which gives a nice
> performance boost for Half-Life 1 and propably Anarchy Online(not tested
> yet).
It will b
On Tuesday 13 June 2006 09:21, H. Verbeet wrote:
> http://bugs.winehq.org/show_bug.cgi?id=5418
>
> The code in question does look a bit dodgy. Bad merge perhaps?
Yes Seems bad merge
Raphael
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On Tuesday 13 June 2006 18:39, Jason Green wrote:
> On 6/13/06, H. Verbeet <[EMAIL PROTECTED]> wrote:
> > On 13/06/06, Raphael <[EMAIL PROTECTED]> wrote:
> > > I only have one question:
> > > i see you have a cache to reuse prgid in set_glsl_shader_pro
On Thursday 15 June 2006 02:34, Raphael wrote:
> Hi,
>
> first patch since a long time :)
>
> Changelog:
> - rename WineD3D_(Create|Release)FakeGLContext to WineD3D_(Create|
> Release)FakeGLContextOnNeed
> - and if a GL context is already active (and was not a fake c
place,
> so I don't see why would you accent this error out of any other related
> stuff?
Simply because it's the main cause why too many games complains about D3D init
failure.
And having [OK] [FAILED] is more readable than TRACE("returns %d\n", hr)
> Vitaliy
Regards,
Raphael
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On Friday 16 June 2006 13:06, Eric Pouech wrote:
> 2006/6/16, Raphael <[EMAIL PROTECTED]>:
> > Hi,
> >
> > Changelog:
> > - map lines section
> > - better robustness
> > - support of unamed syms
> > - better traces
> > - ref h
On Monday 14 August 2006 19:57, you wrote:
> Hi Raphael,
Hi Roderick,
sorry for late response i was in holidays (and before that a long moving to my
new apartment)
> I'm not sure how well you are monitoring the wine-devel lists these days,
> so I'm also directing this mail
g usuals GL caps queries :)
Raphael
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allow us to use
> WineD3D on Windows for testing purposes. It would be usefull if our opengl
> can atleast handle windowed rendering. I don't know the code that well to
> change it.
Problem with WineD3D on top of WGL is that we lost many of usefull APIs
I think WineD3D on top of x
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On Wednesday 10 March 2004 02:21, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > Changelog:
> > - debugstr_DMUS_OBJECTDESC more readable (not more limited to the 200
> > characters of wine_dbg_spr
);
> #endi
Here it should be a FIXME. It must be implemented using GLXPixmaps
for olders GLX versions (see the function comment)
Regards,
Raphael
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Hi Alexandre,
On Friday 16 April 2004 01:27, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > + * @TODO: fix wine headers dependencies
> > + */
> > +#if !defined( _MSC_VER ) || defined( __WINE__
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On Friday 16 April 2004 22:40, you wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > Changelog:
> > - Use a config entry (instead of the registrry) to control the HW
> > vertex shader activation
>
> Actually the r
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On Friday 16 April 2004 02:14, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > Yes i know that, but i only need objbase.h who doesn't include windows.h
> > (with ms vs headers).
>
> Yes it does
der (in
> /usr/include/GL dir) ?
Hi all,
I think i have the fix, see attached.
I'm waiting for Alexandre to commit the dx105 and your (Christian) Patch to
send it.
Regards,
Raphael
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reason to use it is to
> play games with friends
:)
> If you want to work on it, go right ahead...
Yes, Feel free
> thanks -mike
Regards,
Raphael
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glCompressedTexImage2DARB()
>
> - glCompressedTexImage2DARB(gl_target,
> - ...
> + glCompressedTexImage2D(gl_target,
> + ...
>
> The old name compiled fine for me; changing it back fixes the compile.
> This is on RH7.3.
Yes, you have an old (too old?) GL header.
I h
hows it crashes in the X2 exe file.
>
> Any one can hand me a lead to find the patch that couses it?
What is the X2 Game ? it's a d3d8 (or d3d < 7) game ?
How we can get a demo for it ?
Regards,
Raphael
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han mine so I will let him continue
> the discussion if he wishes to :-)
:)
Well for d3d8, our goal is to be independent from GL headers, having all we
need on d3dcore_gl.h header. In future i'll move all gl backend into wined3d
(second point from lionel proposals)
For the third point,
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On Saturday 01 May 2004 18:28, Gerald Pfeifer wrote:
> Raphael,
Hi Gerald,
> the following change to dlls/d3d8/utils.c
> actually causes a new problem with XFree86 4.3.0 and Mesa 3.4.2:
>
> utils.c:1306: warning: implicit declarat
ueryDebugBuffer (96, 0): returning 0x403bf298
fixme:debug_buffer:RtlQueryProcessDebugInformation (8, 8001, 0x403bf298):
stub
fixme:debug_buffer:RtlDestroyQueryDebugBuffer (0x403bf298): stub
As you can see, the waveOutOpen call failed. And dsound returns NULL :(
Can you look it ?
R
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Hi Robert,
> Try this patch. DirectSoundCreate should be called with the GUID of
> the device or NULL for the default device, not the GUID of the COM
> object interface.
Thx, its perfect (i have included it in my patch)
Regards,
Raphael
-
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On Friday 14 May 2004 06:05, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > Alexandre, instead using copy of the sames files can we use a static
> > library for sharing this code ?
>
> I'm afraid
ing a couple of structure dumping functions it's
> not worth it.
You are right, but it this case i will copy this 2 sources for 5-6 dlls :(
Regards,
Raphael
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i say easy :)
As the implement only should have little needs for Win32 APIs, this can be a
"janitorial project" to begin to understand wine compilation/dev/... specific
processes with easy way to test it (dx sdk demos)
> Lionel
Regards,
Raphael
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Hi,
I'm glad to announce that now (with this little patch) Unreal2 is working
and playable (it's only slow and i havent seen graphics problems for now).
Now play :)
Changelog:
- better handling of User IDirectMusicTools
Regard
i think that should QI only returns the Wave parent (ie the
DMSegment)
> - Rok
Regards,
Raphael
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ks
> Mike
>
> > Exception at EIP=0081F2B4: ACCESS VIOLATION
> > While attempting to read memory at
> > -
> > EAX= EBX=0001 ECX=013C EDX=41796208
> > ESI=06D7 EDI=407CFD7C EBP=0
,
You can use attached patch
Christian think that all people sould have ATI or Mesa headers :)
Regards,
Raphael
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On Tuesday 01 June 2004 10:49, Mike Hearn wrote:
> On Tue, 2004-06-01 at 09:33 +0200, Raphael wrote:
> > Now we go further on many InstallShields (i'm using Prince Of Persia and
> > SplinterCell Demo) but InstallShield seems to f
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On Tuesday 01 June 2004 23:16, Raphael wrote:
> On Tuesday 01 June 2004 10:49, Mike Hearn wrote:
> > On Tue, 2004-06-01 at 09:33 +0200, Raphael wrote:
> > > Now we go further on many InstallShields (i'm using Prince Of Persia
eal(s) (UT2003,UT2004,U2) are more beautifulls :)
Regards,
Raphael
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? emacs
? test.c
Index: dev
IWineD3DDevice_BindVertexBuffer/IWineD3DDevice_UnbindVertexBuffer)
Regards,
Raphael
Index: device.c
===
RCS file: /home/wine/wine/dlls/wined3d/device.c,v
retrieving revision 1.2
diff -u -r1.2 device.c
--- device.c 14 Oct 2004 00:32:04 - 1.2
o comment that this change is desperately needed as hardware buffer
> support should speed up the d3d support too.
>
> It seems odd to turn away new code, especially when hardly anyone else
> helps on the d3d side!
> Jason
Thx
Best Regards,
Raphael
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ed for Cube Textures (used for "Env" Bump Mapping)
(GL_TEXTURE_WRAP_Q ?)
> Thx in advance
> Nikolas
Regards,
Raphael
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ing something as I go!
Don't worry we'll help you :)
> Regards,
> Jason
Regards,
Raphael
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gure out what an undocumented function does?
> (namely d3drs 172 and 173)
They seems deprecated since DX8.1 (maybe never implemented)
D3DRS_POSITIONORDER = 172,
D3DRS_NORMALORDER = 173,
> Cheers
> Nikolas
Regards,
Raphael
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at least i understood it that way...). Is it enough to simply turn it
> on? And if not, how should i do this???
You have to enable multisupport when User want to use it (ie CreateDevice,
SetRenderState, ...)
And you must deactive it at device destruction
> Thx in advance
> Nikolas
of d3d8 to test after
> > that :)
>
> GTA uses diffuse color exclusively.
> This was after playing the game for about 3 minutes on highest settings:
> pixel size: 0
> diffuse: 745455
> blending weights: 0
Ok, good news.
It should work well with my version :)
> > Reg
The game works almost as fast as in Windows!!
Good news :)
> Brian G.
>
Regards,
Raphael
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RD... in
> wined3d_private.h for the non-GL_VERSION_1_3 case.
>
> I can see a linguistically obvious fix that gets me thorugh the compilation
> but since I haven't the faintest idea about d3d and GL I don't know if it
> is correct, so I won't submit it.
Hi Bi
urce inherits from IUnknown
Jason, why IWineD3DSurface inherits from IWineD3DResource ?
as D3DSurfaces dont inherits from Ressources
(cf
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3dsurface9/_idirect3dsurface9.asp)
But for me the only (proper) way to handle your problem is to do as done in
d3d8 code
Regards,
Raphael
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icrosoft.com/library/default.asp?url=/library/en-us/directx9_c
>/
> directx/graphics/reference/d3d/interfaces/idirect3dsurface9/_idirect3dsurfa
>c e9.asp
>
> states
>
> Inherits from IDirect3DResource9
>
> (See the table)
>
> I think the sdk includes also do it thi
; michael
Thx,
i'm not happy with this prototypes (GetDeclaration8/9)
for now i'll use a VOID* (ugly) for that waiting to have a more cleaner/robust
way to handle that differences between directx versions
Regards,
Raphael
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Hi,
I resend it (resync from current cvs) as i haven't been commited yet
Regards,
Raphael
>
> Changelog:
> - VertexDeclaration device APIs
> - D3D9 declarations parsing
> - a little better APIs (trying to avoid compil problems)
>
> Todo:
> - D3D8 declaration
On Tuesday 25 January 2005 07:44, Paul Vriens wrote:
> On Tue, 2005-01-25 at 01:26, Raphael wrote:
> > Hi,
> >
> > I resend it (resync from current cvs) as i haven't been commited yet
> >
> > Regards,
> > Raphael
> >
> > > Change
On Tuesday 25 January 2005 02:22, Scott Ritchie wrote:
> On Tue, 2005-01-25 at 01:26 +0100, Raphael wrote:
> > Hi,
> >
> > I resend it (resync from current cvs) as i haven't been commited yet
>
> Gosh I hope you don't get committed, it would be a shame to lose
On Tuesday 25 January 2005 11:19, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > I resend it (resync from current cvs) as i haven't been commited yet
> >
> > Regards,
> > Raphael
> >
> > > Changelog:
> > > - Ver
smaller chunks that the last
> lot!)
:)
maybe you should begin to send this little by little.
It's better to avoid conflits as you, Jason and me are working on wined3d/d3d9
Regards,
Raphael
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On Thursday 27 January 2005 22:51, Ann and Jason Edmeades wrote:
> Hi Raphael,
Hi Jason :)
> Get/SetRenderTarget in d3d9 cant be right - if has to go through wined3d,
I know, it's only to get my demos at least starting before you and Oliver sent
the real implementation
> Note
Hi,
try http://appdb.winehq.org/appview.php?appId=443&versionId=627
select the www.darkageofcamelot.com link bug :)
Regards,
Raphael
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e people working on d3d9 dlls have set as far as a date
> they would like to have it done by? Or is it just one of those "It will be
> done when it's done" sort of things?
:)
Well Oliver is working a lot on this tree to split into small patches, and i
have to send some patches.
I think it shouldn't be long before an almost working d3d9.dll
> Thanks in advance,
> Darckness
Regards,
Raphael
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Hi Alex,
can you try this patch ?
Regards,
Raphael
> On Sun, Feb 20, 2005 at 01:43:44PM +0100, Lionel Ulmer wrote:
> > Well, if you want just to test if the application works better, just add
> > (stubbed) support for the following extensions:
> >
> > http://oss.
Ouppsss
better patch
sorry
Regards,
Raphael
On Monday 21 February 2005 09:58, Alex Woods wrote:
> On Mon, Feb 21, 2005 at 09:33:29AM +0100, Raphael wrote:
> > can you try this patch ?
>
> Yes, doesn't look any different though. I did notice that with either
> patch I ge
ntervalEXT" ... wglSwapIntervalEXT might be a typo rather
> > >than.
> >
> > You are right
> > Seems that lionel made a typo :)
>
> Nope. That typo was mine.
lol sorry for mismatch :)
i'll give you copyright :)
Regards,
Raphael
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On Monday 21 February 2005 21:53, Alex Woods wrote:
> On Mon, Feb 21, 2005 at 09:39:31PM +0100, Raphael wrote:
> > Ouppsss
> >
> > better patch
>
> Thanks, and good timing - I was just about to go and debug it ;)
:)
> The new patch gives the following wglGetProcAdd
ect/structure/whatever don't match I wondered it
> > >"wglGetSwapIntervalEXT" ... wglSwapIntervalEXT might be a typo rather
> > >than.
> >
> > You are right
> > Seems that lionel made a typo :)
>
> Oh, I will let you fix it when you send the P
stuff for the minimap long before it
> gets into the actual game.
And it don't crash (we returns a NULL ptr!!) ?
> Have you actually started on the Pbuffer code now Raphael? If you have,
> is there anything I can do to help? At the very least I have a testbed
> I suppose ;)
only
PbufferARB (0x7b8, 1, 1024, 1024, 0x55bdfc4c)
> > trace:opengl:wglGetPbufferDCARB ((nil))
>
> Ah ah !! Now we have some motivation to actually work on PBuffers... Now
> who, from Raphael, Olivier or me will send the patch first :-) ?
I'm waitiing you :)
i have some d3d/dmusic
On Wednesday 23 February 2005 22:32, Troy Rollo wrote:
> On Wed, 23 Feb 2005 19:59, Raphael wrote:
> > On Tuesday 22 February 2005 03:10, Troy Rollo wrote:
> > > Nope. That typo was mine.
> >
> > lol sorry for mismatch :)
> >
> > i'll give you copyri
g 5)
> wgl_ext.c:312: warning: unused variable `bmp'
> wgl_ext.c: At top level:
> wgl_ext.c:218: warning: 'ConvertAttribGLXtoWGL' defined but not used.
don't worry i'll clean it on the real patch
Regards,
Raphael
pgp8cbKclHgfy.pgp
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On Friday 04 March 2005 11:56, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > On Friday 04 March 2005 00:45, Robert Shearman wrote:
> > > I have made a few comments on the implementation below:
> > > > SRCDIR= @srcdir@
> &g
ne is not a solution.
D3D8 default behavior have this mode enabled.
what we can do is to disable it on older hardware (when we be able to have a
proper hardware detection)
Regards,
Raphael
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On Tuesday 08 March 2005 17:02, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > Hi,
> >
> > cf http://bugs.winehq.org/show_bug.cgi?id=872
> >
> > Seems he have created events (hTemps) leaks no ?
>
> I'm not sure why th
Hi,
> You can't close handles from another process.
Oups big mismatch
> Rob
Retry again :)
Regards,
Raphael
Index: dplobby.c
===
RCS file: /home/wine/wine/dlls/dplayx/dplobby.c,v
retrieving revision 1.39
diff -u -r1.3
On Friday 04 March 2005 11:56, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > On Friday 04 March 2005 00:45, Robert Shearman wrote:
> > > I have made a few comments on the implementation below:
> > > > SRCDIR= @srcdir@
> &g
resolve a bug as "ABANDONED" :^)
Hi,
it will be perfect if we can have more specifics components:
- wine-directx-dmusic
- wine-directx-dsound
- wine-directx-ddraw (old directx code < dx8)
- wine-directx-d3d (new directx code >= dx8)
As wine-directx is too much generic
and most of errors are dsound problems
Thx
Regards,
Raphael
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_DX3 rather
> than DIDEVICEOBJECTDATA.
>
> I know it is a pain to have to change the source but if you have the
> source, at least you have that option.
It can be a solution, but a real pain.
For binary compatibility, isnt a problem as we must check size/version of
structures
Regard
Hi
On Friday 11 March 2005 03:40, Robert Reif wrote:
> Raphael wrote:
> >Hi
> >
> >Changelog:
> > - try to have better match caps with hw caps so games can active more hw
> >support
> >
> >Regards,
> >Raphael
> >
> >
> >
>
t; I'll try my best to respond, but can't promise anything.
>
Regards,
Raphael
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Hi,
interesting
seems we have a bug report about that problem (behavior differences)
http://bugs.winehq.org/show_bug.cgi?id=890
Regards,
Raphael
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uild (it's why bug 2483 exists: build problem on an
> > old dx game)
>
> What sort of code breaks because of extra fields in a structure? Could
> you give an example?
Almost all old dinput codes (or you can say old non-portable and buggy
games) :)
I'll try to r
plus a lot of documentation explaining what is going
> on.
>
> I think this should go in debug.h but there is only trace stuff in there
> so I put it in library.h.
I approve :)
i would like to have a wine_dbgstr_cs() :)
Alexandre ?
Regards,
Raphael
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nterruption.
>
> Holly
Hi,
well this is an ugly to deactivate GL_ARB_vertex_buffer_object (OpenGL only)
extension support by game.
If you have correct graphics after that, you have find (another) ATI linux
driver bug :)
You can send it to ATI guys (they will be happy) :)
Regards,
Raphael
PS: Nvidi
On Wednesday 16 March 2005 19:57, Alexandre Julliard wrote:
> Raphael <[EMAIL PROTECTED]> writes:
> > patch who correct bug 1140 (http://bugs.winehq.org/show_bug.cgi?id=1140),
> > htmlhelp install is success :)
> >
> > Changelog:
> > - fix GenFormS
have copy of WoW to test on), let me know
> (include what you'd want to see as well, if you don't mind).
>
> Thanks in advance,
> Darckness
Hi,
can you try with this patch ?
Regards,
Raphael
Index: wgl_ext.c
===
RCS file
Hi again,
> > Hi,
> >
> > can you try with this patch ?
> >
> > Regards,
> > Raphael
>
> Still doesn't work. I attached another opengl trace in case you can pick
> out something that's changed though.
>
> Darckness
Thx, inter
On Tuesday 15 March 2005 00:43, Juan Lang wrote:
> Raphael wrote:
> > + if (!*str) { /** TODO: check *str validity */
> > +return -1; /** _MBC_ILLEGAL */
> > + }
> > + if (start == str && MSVCRT_isleadbyte(*str)) {
> > +return 1; /** _MBC
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