Giles == Giles Cameron [EMAIL PROTECTED] writes:
Giles Ok. I am just entering the WINE development crowd, and have very
Giles very little experiance with the Windows API (The first time I saw
Giles it, I was terrifyed!) Anywho. It would appear that some programs
Giles decide
Wasn't there mention of making a Windows XP version of wine's DirectX
10, so people can use XP for gaming instead of Vista?
If so, it would be nice if your code compiles and works on Windows too.
Yes, that is the idea :-)
Just one note for clarity: I am a student, but I do not plan to work on
Jan == Jan Zerebecki [EMAIL PROTECTED] writes:
Jan --- If this patch is rejected from inclusion, please tell me why,
Jan as I would have to ask anyway.
Nice disclaimer ;-)
I wonder if it works?
--
Uwe Bonnes[EMAIL PROTECTED]
Institut fuer Kernphysik
On 3/10/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
Hi,
Thinking about SoC I though that starting a DirectX 10 implementation may be a
good summer of code project. I do not mean implementing the full d3d10 lib,
that would be way to much, more starting the infrastructure. Henri disagreed
with
Am Sonntag 11 März 2007 03:08 schrieb Erich Hoover:
I ran all of the d3d9 tests and did not get any errors with my patch
applied. I did get an error when I ran your modified visual.c test, but I
get the same errors with and without my patch.
Yes; The existing d3d9 tests do not check what
I adapted a Directx9 HLSL tutorial to display a black cubemap with one
white line on one edge of one side and visually (by hand or better to say
by eye) confirmed that the line is not mirrored on the opposite edge.
I'd say the patch is fine. Anything else but clamp to edge does not make sense
Huw Davies [mailto:[EMAIL PROTECTED] wrote:
It seems to me that gdiplus is a great project for an intern; it's scalable
and not 'all or nothing' unlike the dib engine.
In looking at the DIB engine I feel that one of the biggest obstacles to get
it done is integrating it in a way that it can be
I'm putting a list together at
http://wiki.winehq.org/DesktopMigrationProjects
listing organizations who are migrating their users from
Windows to Linux.
I only list projects that have come out and said
which Windows applications they really want to
run on Linux.
Since these migration projects,
Erich Hoover a écrit :
Real Name:
Erich Hoover
Description:
The thread name length in winedbg is currently restricted to 9
characters, this is not nearly long enough for debugging threads in
the Supreme Commander demo and results in character corruption on the
terminal. Since this
On 3/10/07, Dieter Rogiest [EMAIL PROTECTED] wrote:
Mandriva Linux 2007.0 here.
With wine 0.9.30 ultravnc_viewer.exe (remote access) works perfect.
I installed wine 0.9.32 (wine-0.9.32-1.SoS.2007.0.i586.rpm).
Using ultravnc_viewer.exe I saw immediately that the fullscreen title bar that
should
Hi,
I'm pretty interested in implementing mswsock.dll as a SoC this summer :
this dll seems to be used by many apps and it's, I think, the sort of
job I can do.
As I'm not a Wine dev, I was wondering about how should I work for
implementing this lib : should I juste use the MSDN description
I ran all of the d3d9 tests and did not get any errors with my patch
applied. I did get an error when I ran your modified visual.c test, but I
get the same errors with and without my patch.
Test before patch:
fixme:d3d:IWineD3DDeviceImpl_GetAvailableTextureMem (0x167ec8) : stub,
simulating
Benoit Pradelle a écrit :
Hi,
I'm pretty interested in implementing mswsock.dll as a SoC this summer
: this dll seems to be used by many apps and it's, I think, the sort
of job I can do.
be aware that the easy parts have been started in last year SoC, but
weren't applied to the git tree yet,
On 11/03/07, Erich Hoover [EMAIL PROTECTED] wrote:
So, which change exactly are you concerned about? Changes are:
1) The removal of glDeleteTextures(1, This-cursorTexture); in device.c
This change should just keep SetCursorProperties from deleting the gl
texture. By removing this call an
On 3/10/07, Brian Vincent [EMAIL PROTECTED] wrote:
On 3/2/07, Steven Edwards [EMAIL PROTECTED] wrote:
I don't really know anything about the DIB engine or the engineering
problem in getting it accepted except that it is going to be a massive
beast and almost impossible to implement in small
On 3/10/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
Hi,
Thinking about SoC I though that starting a DirectX 10 implementation may be a
good summer of code project. I do not mean implementing the full d3d10 lib,
that would be way to much, more starting the infrastructure. Henri disagreed
with
Jesse Allen napsal(a):
On 3/10/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
Hi,
Thinking about SoC I though that starting a DirectX 10 implementation
may be a
good summer of code project. I do not mean implementing the full d3d10
lib,
that would be way to much, more starting the
Am Sonntag 11 März 2007 19:40 schrieb Jesse Allen:
On 3/10/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
Hi,
Thinking about SoC I though that starting a DirectX 10 implementation may
be a good summer of code project. I do not mean implementing the full
d3d10 lib, that would be way to much,
Francois Gouget [EMAIL PROTECTED] writes:
Even so I think we can get a problem for the Win64 case: on Windows the
size parameter will still be 32bits since it's an 'unsigned int'. So
64bit Windows applications will generate code that passes a 32bit size
to _lfind(). But Wine's
Am Sonntag 11 März 2007 21:08 schrieb Erich Hoover:
Yeah, that would make more sense wouldn't it :) Please see attached patch.
If you do it that way, you can remove the PreLoad, LockRect the surface(with
WINED3DLOCK_READONLY), use glTexImage2D to load This-cursorTexture and then
Unlock the
On 11/03/07, Stefan Dösinger [EMAIL PROTECTED] wrote:
But I cannot think of any good way to test this, so I
prefer to wait for an application to show up what can go wrong :-)
I've written a test for this, I'll send it tomorrow together with some
other patches.
On Saturday 10 March 2007 23:20, Frank Richter wrote:
On 10.03.2007 15:02, Fabian Bieler wrote:
+static const PixelFormatDesc NV_texture_shader_formats[] = {
+{WINED3DFMT_V8U8,0x0,0x0,0x0,0x0
,2 ,FALSE ,GL_SIGNED_HILO8_NV ,GL_HILO_NV
On 11/03/07, Erich Hoover [EMAIL PROTECTED] wrote:
Is the attached what you mean?
Erich Hoover
[EMAIL PROTECTED]
+if (IWineD3DSurface_LockRect(pCursorBitmap, rect, NULL,
WINED3DLOCK_READONLY) == WINED3D_OK)
I know the current code doesn't do it everywhere either, but you
should
On Sunday 11 March 2007 13:53, Stefan Dösinger wrote:
Oh, and just in case we run out of idea, there is still plenty work to do
for DirectX. Other Ideas are dplay.dll, d3dxof.dll, dmusic.dll,
d3dx9_xy.dll, dsound, ...
After Stefan mentioned this a couple of times, I'd like to restate that I'd
On Sun, Mar 11, 2007 at 12:27:54PM +0100, Uwe Bonnes wrote:
Jan == Jan Zerebecki [EMAIL PROTECTED] writes:
Jan --- If this patch is rejected from inclusion, please tell me why,
Jan as I would have to ask anyway.
Nice disclaimer ;-)
I wonder if it works?
No, I guess usually
Alexandre Julliard [EMAIL PROTECTED] wrote:
The point is that (void*)0 isn't guaranteed to be represented by an
all-zero bit pattern; but that's the case on any platform worth
worrying about.
If (void*)0 doesn't guarantee to actually set all bits to 0, then
HEAP_ZERO_MEMORY doesn't guarantee
I just filed a bug related to wine's advapi implementation
( http://bugs.winehq.org/show_bug.cgi?id=7690 )
and noticed there wasn't an advapi category in Bugzilla.
Should there be?
- Dan
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