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Le Vendredi 11 Juillet 2003 13:05, Gerald Pfeifer a écrit :
On Wed, 9 Jul 2003, Gerald Pfeifer wrote:
So, thanks a lot, Lionel! :-)
And thanks again for yesterday's update!
(There is only a single warning left now: directx.c:779: warning:
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Hi
Hi,
In windows, there is APIs for Heap management (HeapCreate, HeapAlloc, ...).
Are they implememted in wine? How? Is it just stubs on malloc? Or are they
*really* implemented and working as secondary heaps?
Thanks.
-jec
see:
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Hi all,
can anyone explain me why i have this build error ?
Make[1]: Rien à faire pour « all ».
make[1]: Leaving directory `/cvs-src/wine/include'
make[1]: Entering directory `/cvs-src/wine/miscemu'
gcc -o wine -Wl,--section-start,.interp=0x3c000100
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Hi,
Hope this helps.
ok thx, this help
And the AJ patch too ;)
Regards,
Juraj
Regards,
Raphael
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iD8DBQE/BJ9dp7NA3AmQTU4RAndHAJ92MsaWvS+w2w20r5lpf94+nYDIiQCfZvbt
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Le Mardi 01 Juillet 2003 21:42, Ann and Jason Edmeades a écrit :
This solves the problem of very ugly fonts in Warcraft3. I'd like to
take credit but I am just tidying up and commenting a fix which was
worked on by Lucho.
Changelog:
Ensure
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Hi all,
Well, the Linux ABI tells this :
There is no such thing that is widely known as the Linux ABI _and_
that mandates things like this.
Do you refer to http://oss.sgi.com/projects/ogl-sample/ABI/ ?
4.4. glx.h must include the prototype
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Le Lundi 30 Juin 2003 20:13, Alexandre Julliard a écrit :
Raphaël Junqueira [EMAIL PROTECTED] writes:
Index: include/d3d9types.h
===
RCS file: /home/wine/wine/include/d3d9types.h,v
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Le Lundi 30 Juin 2003 22:51, Alexandre Julliard a écrit :
Raphaël Junqueira [EMAIL PROTECTED] writes:
Yes, they are here for 16bit drivers. But for me its more easier to
play that way than with LARGE_INTEGERs.
I'll fix it when the code
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I'm afraid the following change to dlls/dmusic/dmusic_misc.c
snip
is causing the following warning:
dmusic_misc.c:260: warning: passing arg 2 of
`IDirectMusicPerformanceImpl_SetGraph' from incompatible pointer type
don't worry it's only a
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Hi
Now concerning your patch, why do you use DIRECTINPUT_VERSION
in some conditional code? This should be use only for winelib
application, no ?
yes, i know
but i find it more readable with that #ifdef/#endif ;)
Personaly I find it
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Hi,
Your're right, a blank line has been removed by mistake.Sorry for that.
Well, alexandre have already commited your patch without errors
so don't worry ;)
Well, as I write these lines, Alexandre has already applied my patch...
Now concerning
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Hi all,
only a little reminder of what is done, and what we need.
I sugest having a global todo for all directx
(dinput,dplay,dsound,dmusic,ddraw,d3d[1..9],dshow/quartz) ;)
DONE (since last TODO list)
===
o Performance
o Get
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Le Lundi 09 Juin 2003 19:37, Raphaël Junqueira a écrit :
Le Lundi 09 Juin 2003 15:38, Christian Costa a écrit :
Hi,
This patch makes dinput8 behaviour more correct for mouse and keyboard.
Now, controls work in the Incoming Forces demo.
I
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Hi,
i have bit problem with winedbg whil trying to debug Unreal2 demo ;(
This game seems to use exception for error handling and at first exception it
breaks, and after i try 'pass' or 'cont' and the games never continue (the
dbg remains in
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Hi,
I just tried running Laser Squad Nemesis and got a
crash:
Unhandled exception: page fault on read access to
0x0004 in 32-bit code (0x40bb8ad3).
In 32-bit mode.
0x40bb8ad3 (HAL_DirectDrawSurface_Construct+0xd3
[hal.c:127] in
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Hi,
So could you (nor Rapha� :-) ) send to the list if
not too big or to me in
private a +ddraw log up to the point where the game
crashes.
Since my mail was rejected (over 60k, good to know the
limit) I opened this as a bug:
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Hi all,
I just come back to home and i can see a flood of message (maybe i see too
many after too many drinks) ;(
This patch must fix many of your problems with d3d8 compilation (why we can't
have propers gl headers installed ? ;-( )
I have
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Le Vendredi 06 Juin 2003 00:18, Ann and Jason Edmeades a écrit :
Hi,
I just wanted to apologize for the breaks caused by all the d3d8
commits. The gl headers are a real nightmare, and whereas we would have
caught the problems over time, instead
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Le Jeudi 05 Juin 2003 23:54, Ann and Jason Edmeades a écrit :
First patch, should fix Stefans problems.
By copy Raphael, we prob need to use the new GL_SUPPORT for the
subtract, but I am trying to get people compiling again!
Changelog
Make
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Le Vendredi 06 Juin 2003 11:25, Lionel Ulmer a écrit :
their machines compared to the people running it. My only comment is
whether d3dcore_gl.h is the right place for it, as putting it in
something like \include\wine\winegl.h would mean the
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Hi all,
Hi,
This patch fixes a problem that appeared in Mafia.
how mafia works ? ;)))
Before this function
crashed when pDirtyRect was null. According to MSDN D3DERR_INVALIDCALL
should be returned in case of problems.
Well,
this is not
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Hi,
This patch fix some a stupid bug i had already solved but i forgot to
copy/paste ... I'll take a brown paper bag.
Changelog:
- fix another time the stupid bug of locking (i had already fixed in
ActiveRender)
- fix stupid rescaling of
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The classes must be added to the registry.
Try the attached patch. (entries come from a running Windows 2000 pro)
Well, its more cleaner than my hack
thanks
Now i have to implement some stubs to avoid crash ,(
Or find a way to say to unreal2
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Hi all,
have anynone the 'fragment_shader' (ARB or NV) extension exported by cg
drivers ?
(you can see it using 'glxinfo')
As my stupid nvidia card only export it on windows i can't reaaly test my
new wine code ,(
Thanks,
Raphael
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Le Mercredi 28 Mai 2003 23:58, Ann and Jason Edmeades a écrit :
Thanks Raphael for doing that, as I hadnt had chance to merge in your
changes.
;)
as it's needed. Else alexandre will have too many conflicts while commiting.
And it's better to have
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Hi,
i'm trying to get runnig IGI2 and i have a strange problem with dmusic and
the ole classfactory.
As you can see on traces i can't load dmusic.dll for creating the class
factory (dlls/ol32/compobj.c:1162). When i change the .reg to use dsound
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Le Vendredi 4 Avril 2003 16:26, James Pellow a écrit :
Hi all,
Hi,
After reading the comments on the list reguarding glibc-2.3.2, it appears
all I need to do is ./configure --with-nptl. Today, gave this a try and am
having the following error
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Hi,
Le Samedi 15 Mars 2003 01:29, Tony Lambregts a écrit :
This completes the first stage of DPRINTF-TRACE. There are still a lot of
files that use DPRINTF. The following is a list of the files I where I did
not replace DPRINTF with TRACE along
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Le Mercredi 5 Février 2003 07:46, Christian Costa a écrit :
Raphaël Junqueira wrote:
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Le Samedi 25 Janvier 2003 15:07, Raphaël Junqueira a écrit :
Hi,
i'm trying to get warcraft3 displaying
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Le Mercredi 5 Février 2003 23:44, Uwe Bonnes a écrit :
Hallo,
since about last week, wine compilation stops in d3d8:
device.o: In function `DrawPrimitiveI':
/home/bon/tmp/wine/compile/wine/dlls/d3d8/device.c:535: undefined
reference to
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Le Mardi 28 Janvier 2003 21:56, Andrew John Hughes a écrit :
On Sat, 25 Jan 2003 01:14:15 +0100
Raphaël Junqueira [EMAIL PROTECTED] wrote:
snip
Including glext.h appears to break the DLL for me. NVidia's GL headers
(gl.h) already define some
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Le Mardi 28 Janvier 2003 22:58, Andrew John Hughes a écrit :
On Tue, 28 Jan 2003 22:21:59 +0100 (CET)
Sylvain Petreolle [EMAIL PROTECTED] wrote:
why not file a bug report to NVidia ?
after all only THEIR headers dont work...
Including
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Le Mercredi 22 Janvier 2003 23:39, Greg Turner a écrit :
can you report the current working state of the game under wine Dx
after ? As d3d8 not support multi-texturing yet, i think you should
have some graphics problems
OK, I gave this a
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On Friday 24 January 2003 10:03, Gerald Pfeifer wrote:
In dlls/d3d8/device.c I am getting the following warning (on FreeBSD):
/usr/bin/gcc -c -I. -I. -I../../include -I../../include
-I/usr/X11R6/include -g -O2 -Wall -Wpointer-arith
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On Monday 20 January 2003 11:52, Gerald Pfeifer wrote:
The following
static DDHALDDRAWFNS hal_funcs = {
sizeof(DDHALDDRAWFNS),
===set_hal_info,===
NULL, /* VidMemAlloc */
NULL /* VidMemFree */
};
in
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On Monday 20 January 2003 14:34, Jani Vaarala wrote:
In version 2002-06-05 graphics output is ok, but
mouse
events seem to be going to /dev/null. I tried
different versions and I found out that 2002-06-28
had a fix
labeled:
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On Friday 10 January 2003 23:47, Alexandre Julliard wrote:
Ann and Jason Edmeades [EMAIL PROTECTED] writes:
Just a question, I noticed some of the dx8 patches are not applied - Is
it due to the Chrismas backlog where Alexander took a very well
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On Saturday 11 January 2003 01:53, Steven Edwards wrote:
Platform is a older MSYS and GCC (3.1 something I think). I'm still getting
settled in from getting tied-down so I cant test this on the latest
mingw-current. only on dial-up here for now =(.
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On Wednesday 25 December 2002 19:54, Lionel Ulmer wrote:
Hi all,
Hi
I created a small web page with the list of the demos / games I am using to
test Direct3D and their various status. If anyone of you has a demo that is
almost running (ie it
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On Wednesday 18 December 2002 09:21, Francois Gouget wrote:
On Wed, 18 Dec 2002, Raphaël Junqueira wrote:
On Wednesday 18 December 2002 02:08, Tony Lambregts wrote:
[...]
nitpick C++ style comments are strongly discouraged /nitpick
Hi
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On Wednesday 18 December 2002 02:08, Tony Lambregts wrote:
Raphaël Junqueira wrote:
[snip]
object-declLength = i + 1;
-object-function = pFunction;
if (NULL != pFunction) {
for (i = 0; 0x != pFunction[i]; ++i
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