http://bugs.winehq.org/show_bug.cgi?id=5310
------- Additional Comments From the3dfxdude(a)gmail.com 2006-14-11 16:20 -------
Yep I do agree that GLIntercept was probably for simplicity. It will be tricky
to emulate exact behaviour on the wine side. I do have concern that it
GLIntercept doesn't work on all drivers on windows too.
It's interesting what you say. I'd like to trace the calls on windows to prove
what you say is right. But what about other gdi->wgl calls? Hopefully we don't
have to go there :)
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http://bugs.winehq.org/show_bug.cgi?id=6686
------- Additional Comments From ajackson(a)bcs.org.uk 2006-14-11 16:19 -------
Just to add that is needed because the FPS drops as low as 7 in certain areas
(even with all the relevant graphics options set to lowest possible).
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http://bugs.winehq.org/show_bug.cgi?id=5310
------- Additional Comments From frank.richter(a)gmail.com 2006-14-11 16:09 -------
Interestingly, native OpenGL32 imports GdiSwapBuffers. Maybe what's happening is
that GDI32.SwapBuffers calls OpenGL32.wglSwapBuffers, which in turn against
calls GDI32.GdiSwapBuffers? </wild guess> If that'd be adapted to Wine, you'd
get the best of the worlds: SwapBuffers etc. being implemented in GDI32
(architecturally cleaner or some such I presume), but Opengl32 hooks would still
work...
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http://bugs.winehq.org/show_bug.cgi?id=4747
vitaliy(a)kievinfo.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Attachment #4096 is|0 |1
obsolete| |
------- Additional Comments From vitaliy(a)kievinfo.com 2006-14-11 16:03 -------
(From update of attachment 4096)
Sorry second patch is the same as first one. Forgot to close browser window and
it did resubmit the same thing again.
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------- Additional Comments From frank.richter(a)gmail.com 2006-14-11 16:01 -------
The reason for glIntercept going the way it does is probably simplicity, for
both the user and developer: having a drop-in opengl32.dll makes it easy to
enable/disable glintercept as needed; and the developer does not have the mess
with potentially problematic things like hooking gdi32 function calls.
Why Windows does GDI32->opengl32 I don't entirely know; one reason might be to
ease the life for ICD developers so they have also control about things like
pixel format. Possibly gdi32 doesn't do forwarding alone but wraps the wgl calls
in some way.
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------- Additional Comments From imaxfun(a)gmail.com 2006-14-11 15:45 -------
The new version of test still crashes on Wine/Ubuntu.
But the test passes on Windows. However, I did notice now, that there are errors
appearing on windows at the very same spot, that is while testing
advpack:install. I didn't mention those before, but now I do recall they did
exist already earlier. There's a warning message popping up, and one has to
press Ok to advance, after which the test does continue unlike on Wine. There
was also another similar warning on Windows right before that one, but I cannot
remember exactly where. (Sorry, I cannot run more tests on Windows again right
now, as people are sleeping in that room.)
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http://bugs.winehq.org/show_bug.cgi?id=6671
------- Additional Comments From the3dfxdude(a)gmail.com 2006-14-11 15:34 -------
There are other ways. Slackware still supports pthreads too. It's having the
right build environment that's the key. Using a default slack 11 system, you
really ought to have 2.6 headers to build wine.
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