Re: Why Steam fails

2005-12-05 Thread Ivan Gyurdiev
Wow, thats really weird...I can also use steam without incident (I can even play Half-Life 2, ... Half-Life 2 doesn't even run for me if I get Steam to start up.. it goes to fullscreen, and freezes the screen (without covering anything up). I am suspicious of hidden dialog boxes (like in

Re: Why Steam fails [VirtualAlloc]

2005-12-05 Thread Marcus Meissner
On Mon, Dec 05, 2005 at 03:11:33AM -0500, Ivan Gyurdiev wrote: ...which doesn't happen in your test program as it doesn't use as many. Remember that it takes only one page of memory sitting at the wrong virtual memory address to divide the available contiguous addresses in half. I

Re: Why Steam fails

2005-12-05 Thread James Liggett
On Mon, 2005-12-05 at 03:24 -0500, Ivan Gyurdiev wrote: I think hardware problems with the RAM are highly unlikely. I've had plenty of those, and when your RAM is defective, nothing works - you get spurious kernel panics, and you will find out that it's defective really soon. Well, that

Re: DirectDraw over Direct3D

2005-12-05 Thread Roderick Colenbrander
This patch seems similar to glSDL where it wraps SDL's 2d API to OpenGL. The good thing about this it can provide acceleration and not require root like DGA. The bad thing with this idea is that it can't be used on older video cards or even some newer ones that lack proper direct rendering.

Re: Why Steam fails [VirtualAlloc]

2005-12-05 Thread Ivan Gyurdiev
...which doesn't happen in your test program as it doesn't use as many. Remember that it takes only one page of memory sitting at the wrong virtual memory address to divide the available contiguous addresses in half. I would suggest playing around with the prelink tool to put dynamic

Re: wglGetPixelFormatAttribivARB unexpected RenderType(100)

2005-12-05 Thread Raphael
On Monday 05 December 2005 04:41, Toan T Nguyen wrote: Here they are. On 12/4/05, Raphael [EMAIL PROTECTED] wrote: On Saturday 03 December 2005 09:20, Toan T Nguyen wrote: FYI, here is the code in question: http://cvs.sourceforge.net/viewcvs.py/q2e/q2e/source/win32/glw_win.c?re

Re: Allow out-of-tree builds against configured source tree

2005-12-05 Thread Alexandre Julliard
Pavel Roskin [EMAIL PROTECTED] writes: * Make.rules.in: Change include path to prefer include files in the output tree over those in the source tree. This allows compiling Wine outside the source tree even if Wine was already compiled in the source tree, possibly with

Re: trouble with uxtheme dll

2005-12-05 Thread Alexandre Julliard
Stefan Leichter [EMAIL PROTECTED] writes: As i understand you, the ordinals of uxtheme dll displayed in the relay trace are wrong. Different function calls (according to the number of arguments) in the relay log are displayed as function with the ordianl 1. Most likely we failed to find the

Re: ddraw: make some driver info not const

2005-12-05 Thread Alexandre Julliard
Rein Klazes [EMAIL PROTECTED] writes: +__TRY +{ if (!lpCallback((DDRAW_default_driver == i) ? NULL :(LPGUID)DDRAW_drivers[i]-info-guidDeviceIdentifier, (LPSTR)DDRAW_drivers[i]-info-szDescription,

Re: Why Steam fails

2005-12-05 Thread Scott Ritchie
On Mon, 2005-12-05 at 00:41 -0800, James Liggett wrote: On Mon, 2005-12-05 at 03:24 -0500, Ivan Gyurdiev wrote: I think hardware problems with the RAM are highly unlikely. I've had plenty of those, and when your RAM is defective, nothing works - you get spurious kernel panics, and you

Re: Why Steam fails [VirtualAlloc]

2005-12-05 Thread Mike Hearn
On Sat, 03 Dec 2005 20:39:01 -0600, Rob Shearman wrote: I would suggest playing around with the prelink tool to put dynamic libraries in better positions in memory. Another thing to try is disabling execshield and VMA randomization: echo 0 /proc/sys/kernel/exec-shield echo 0

Re: Why Steam fails

2005-12-05 Thread Kuba Ober
On Saturday 03 December 2005 15:02, Ivan Gyurdiev wrote: Stefan Dösinger wrote: Hello, It doesn't seem to check the retval of the first alloc, which fails about half of the time in wine_anon_mmap (mmap() call) with ENOMEM. If the allocation succeeds, Steam proceeds to run. If it

Re: ddraw: make some driver info not const

2005-12-05 Thread Rein Klazes
On Mon, 05 Dec 2005 12:07:32 +0100, you wrote: You can't return from inside a __TRY block. I did not know. Here is the next attempt: Changelog: dlls/ddraw : main.c, Makefile.in Catch access violations when calling the DirectDrawEnumerateProc. Rein. --- wine/dlls/ddraw/main.c

Re: Why Steam fails

2005-12-05 Thread Andreas Mohr
Hi, On Mon, Dec 05, 2005 at 09:07:45AM -0500, Kuba Ober wrote: On Saturday 03 December 2005 15:02, Ivan Gyurdiev wrote: I think I'm the only one with that problem... and I can't figure out what's wrong :( How's your swapfile size? Maybe your system doesn't do overcommits, thus there

Re: winspool: Add Documentation for the Port-Functions

2005-12-05 Thread James Hawkins
On 12/5/05, Detlef Riekenberg [EMAIL PROTECTED] wrote: /** * DeletePortA[EMAIL PROTECTED] * + * Delete a specific Port (ANSI) + * + * See DeletePortW. + * ...

Re: winspool: Add Documentation for the Port-Functions (without line-wrap)

2005-12-05 Thread Vitaliy Margolen
Monday, December 5, 2005, 7:03:46 AM, Detlef Riekenberg wrote: Second try with git. This Time without line-wrap Changelog: - Add Documentation for the Port-Functions Content-Disposition: attachment; filename=document_port_functions.diff Content-Type: text/x-patch;

Re: shell32: Bind to correct drop target after drag scrolling

2005-12-05 Thread Michael Jung
Hi Alexandre, seems like you rejected this patch. Is it too hack'ish? At a first glance it seems like it would be enough to figure out the IDropTarget belonging to the hwnd and call a DragOver on this interface. The problem is that the drop source (or the DoDragDrop function) might have to

git patch to gmail draft script

2005-12-05 Thread James Hawkins
Hey all, I've hacked up a little script that takes your committed git changes and puts a draft in your gmail draft folder for each committ that contains a changelog and the attached diff. To use the script, make sure you have python installed. You'll also need to change the variables at the top

Re: git patch to gmail draft script

2005-12-05 Thread James Hawkins
On 12/5/05, James Hawkins [EMAIL PROTECTED] wrote: Hey all, I've hacked up a little script that takes your committed git changes and puts a draft in your gmail draft folder for each committ that contains a changelog and the attached diff. To use the script, make sure you have python

Re: wglGetPixelFormatAttribivARB unexpected RenderType(100)

2005-12-05 Thread Toan T Nguyen
Thanks very much. It works. There's a small probelm worth mentioning however: Q2E requires 32 color bits, 24bits depth, 8bits stencils. The ATI binary driver supports 24bits only. In wine-0.9.2, somehow wglGetPixelFormat returns 32 color bits but the current patch returns 24 only. I easily

Re: advapi32: RegCreateKeyEx fix.

2005-12-05 Thread James Hawkins
On 12/5/05, Rein Klazes [EMAIL PROTECTED] wrote: On Win9x,ME RegCreateKeyEx ignores the backslash character if the subkey begins with one. With a regression test. Note that I'm not against this being committed, but another test you could add is for the comment, /* win9x,ME ignores one (and

Re: DirectDraw over Direct3D

2005-12-05 Thread Lionel Ulmer
On Mon, Dec 05, 2005 at 08:17:38AM +0100, Stefan Dösinger wrote: I hope I can come up with a patch for testing this week, then we can have a look ;) I think that to merge Roderick's and your patch, the best would be to directly hook WineD3D even at the 2D level and not have DDraw hook DDraw's

Re: DirectDraw over Direct3D

2005-12-05 Thread Lionel Ulmer
On Sun, Dec 04, 2005 at 07:27:29PM -0700, Jesse Allen wrote: Is Starcraft really that slow? How does this compare with using DGA? Nothing can beat DGA (actually DGA2 as you would need depth change to go to 8 bit colours to run StarCraft) in raw speed as it is the method which does copy the

Re: Implement Old Names Option

2005-12-05 Thread Robert Shearman
Dimi Paun wrote: From: Robert Shearman [EMAIL PROTECTED] Implement '-o' option. This is equivalent to MIDLs '/oldnames' option. Not a good choice, '-o' is used for output typically. How about --oldnames? I've forwarded you message on to Eric Kohl. I'll let him comment on it since

Re: DirectDraw over Direct3D

2005-12-05 Thread Stefan Dösinger
Am Montag, 5. Dezember 2005 21:10 schrieb Lionel Ulmer: On Mon, Dec 05, 2005 at 08:17:38AM +0100, Stefan Dösinger wrote: I hope I can come up with a patch for testing this week, then we can have a look ;) I think that to merge Roderick's and your patch, the best would be to directly hook

Re: wglGetPixelFormatAttribivARB unexpected RenderType(100)

2005-12-05 Thread Raphael
On Monday 05 December 2005 19:36, Toan T Nguyen wrote: Thanks very much. It works. There's a small probelm worth mentioning however: Q2E requires 32 color bits, 24bits depth, 8bits stencils. The ATI binary driver supports 24bits only. In wine-0.9.2, somehow wglGetPixelFormat returns 32 color

Re: DirectDraw over Direct3D

2005-12-05 Thread Peter Beutner
Lionel Ulmer schrieb: On Sun, Dec 04, 2005 at 07:27:29PM -0700, Jesse Allen wrote: This patch seems similar to glSDL where it wraps SDL's 2d API to OpenGL. The good thing about this it can provide acceleration and not require root like DGA. The bad thing with this idea is that it can't be used

Re: DirectDraw over Direct3D

2005-12-05 Thread Lionel Ulmer
On Mon, Dec 05, 2005 at 10:22:23PM +0100, Peter Beutner wrote: Isn't indirect rendering always unaccelerated, i.e. done in software? Nope. Indirect means only that all your OpenGL commands are encapsuled into GLX commands and then serialized over the X network link (which could be a local Unix

Re: DirectDraw over Direct3D

2005-12-05 Thread Stefan Dösinger
Well, we can first stabilize D3D7 = WineD3D (which will already be quite a lot of work to first do and then polish) and then see if we move the 2D part too. Moving both 2D and D3D7 at the same time would make the handling of D3D7 surfaces easier. At the moment, I have overrides for

Re: wglGetPixelFormatAttribivARB unexpected RenderType(100)

2005-12-05 Thread Toan T Nguyen
Hi, thanks for the clarification. Everything is fine then. Thank you for the patch. BTW, do you know how to improve OpenGL performance in wine? I get about 10-30% drop in FPS compared to the Windows version (the card is overclocked about 10% both in CPU and memory frequencies in windows, so that

Re: Missing WGL function declarations in wingdi.h

2005-12-05 Thread Alexandre Julliard
Lionel Ulmer [EMAIL PROTECTED] writes: Well, this is the big question. I think we should ask Alexandre what happens in the Wine build system if a symbol is exported both by a Win32 DLL (here OpenGL32.DLL) and a Linux ELF DLL (here libGL.so) and a Wine DLL requires to be linked to both. The

Re: wglGetPixelFormatAttribivARB unexpected RenderType(100)

2005-12-05 Thread Stefan Dösinger
BTW, do you know how to improve OpenGL performance in wine? I get about 10-30% drop in FPS compared to the Windows version (the card is overclocked about 10% both in CPU and memory frequencies in windows, so that might explains some of the performance drop). I set UseDGA to Y in wine regedit

Re: shell32: Bind to correct drop target after drag scrolling

2005-12-05 Thread Alexandre Julliard
Michael Jung [EMAIL PROTECTED] writes: Hi Alexandre, seems like you rejected this patch. Is it too hack'ish? At a first glance it seems like it would be enough to figure out the IDropTarget belonging to the hwnd and call a DragOver on this interface. The problem is that the drop source

Re: DirectDraw over Direct3D

2005-12-05 Thread Peter Beutner
Lionel Ulmer schrieb: On Mon, Dec 05, 2005 at 10:22:23PM +0100, Peter Beutner wrote: Isn't indirect rendering always unaccelerated, i.e. done in software? Nope. Indirect means only that all your OpenGL commands are encapsuled into GLX commands and then serialized over the X network link

[opengl] WGL_render_texture / WGL_ATI_pixel_format_float

2005-12-05 Thread Raphael
Hi, Anyone Can test this demo http://www.paulsprojects.net/opengl/rtotex/rtotex.html If have an ATI card who support WGL_ATI_pixel_format_float ? Thx Changelog: - support WGL_ATI_pixel_format_float / WGL_ARB_color_buffer_float - implement WGL_render_texture using GLX_ATI_render_texture

Re: [opengl] WGL_render_texture / WGL_ATI_pixel_format_float

2005-12-05 Thread Toan T Nguyen
Oops, i'm sorry. I applied your patch with --dry-run option so nothing is patched. :(. Here the correct out.log. the program still doesn't run, it complains about err:opengl:wglCreateContext NULL visual !!! q2e complains the same thing as well. Bests, Toan On 12/5/05, Toan T Nguyen [EMAIL

Re: DirectDraw over Direct3D

2005-12-05 Thread Jesse Allen
On 12/5/05, Roderick Colenbrander [EMAIL PROTECTED] wrote: Atleast on my system StarCraft was really unplayable while the game is supposed to run on a 20x slower system (pentium90). Perhaps the problem is video driver related as I think the issues are less severe for Ati users. (thought I

Re: [WINECFG] show sound card drivers and devices

2005-12-05 Thread Vitaliy Margolen
Monday, December 5, 2005, 8:53:10 PM, Robert Reif wrote: Show all sound card drivers and their devices. --- programs/winecfg/En.rc 27 Oct 2005 11:24:02 - 1.54 +++ programs/winecfg/En.rc 6 Dec 2005 03:39:36 - @@ -155,15 +155,17 @@ FONT 8, MS Shell Dlg BEGIN Please

Re: [opengl] WGL_render_texture / WGL_ATI_pixel_format_float

2005-12-05 Thread James Liggett
With this demo and the patch I get the same problem that Toan is getting. (With an ATI Radeon 9800 pro, latest drivers) James On Tue, 2005-12-06 at 01:25 +0100, Raphael wrote: Hi, Anyone Can test this demo http://www.paulsprojects.net/opengl/rtotex/rtotex.html If have an ATI card who