ChangeSet ID: 23303 CVSROOT: /opt/cvs-commit Module name: lostwages Changes by: jnewman@winehq.org 2006/02/27 16:09:53
Modified files: wwn : wn20060226_306.xml
Log message: Francois Gouget fgouget@free.fr Spelling fixes.
Patch: http://cvs.winehq.org/patch.py?id=23303
Old revision New revision Changes Path 1.2 1.3 +8 -8 lostwages/wwn/wn20060226_306.xml
Index: lostwages/wwn/wn20060226_306.xml diff -u -p lostwages/wwn/wn20060226_306.xml:1.2 lostwages/wwn/wn20060226_306.xml:1.3 --- lostwages/wwn/wn20060226_306.xml:1.2 27 Feb 2006 22: 9:53 -0000 +++ lostwages/wwn/wn20060226_306.xml 27 Feb 2006 22: 9:53 -0000 @@ -116,7 +116,7 @@ last week that Google will be working wi under Linux. It was followed by reports in <a href="http://www.pcmag.com/article2/0,1895,1926510,00.asp">PC Magazine</a> and <a href="http://www.techspot.com/news/20454-googles-picasa-under-linux-will-use-wine.html">TechSpot</a>, -though they simply the other article. If you haven't used +though they simply copied the other article. If you haven't used <a href="http://picasa.google.com/">Picasa</a>, I'd recommend downloading it and trying it with Wine. It actually works really well out of the box and it's a great little program. Personally, I still prefer something like @@ -174,7 +174,7 @@ where this is headed.</p>
<p>Patch #1: WineD3D CopyRects</p> <quote who="Roderick Colenbrander"><p> -This patch is based on Oliver Stieber his D3D8->WineD3D work and adds the +This patch is based on Oliver Stieber's D3D8->WineD3D work and adds the CopyRects method required by D3D8 to WineD3D. </p></quote>
@@ -207,14 +207,14 @@ base type of which all other texture typ <quote who="Roderick Colenbrander"><p> Both our d3d8 and wined3d dlls contain a routine which detects the capabilities of the videocard as advertised by the OpenGL driver. Right now -varies parts of D3D8 have been moved over to WineD3D. Varies pieces of the +various parts of D3D8 have been moved over to WineD3D. Various pieces of the code ported to WineD3D use these capabilites. Right now D3D8 contains a list with capabilities but doesn't share it with WineD3D. Because of this some -pieces of code failed for instance wined3d's surface code for each I posted a +pieces of code failed, for instance wined3d's surface code for which I posted a workaround last week. </p><p> This patch moves the capability detection code over to WineD3D and lets the -few existing parts which need the capabiliteis use the WineD3D capability +few existing parts which need the capabilities use the WineD3D capability structure (gl_info). This info structure contains next to 'flags' inidicating certain features also all GL/GLX functions pointers. Because D3D8 moves over to the wined3d gl_info structure all the gl prototypes in d3dcore_gl.h were @@ -224,8 +224,8 @@ unneeded and removed. <p>Patch #5: Everything Else</p> <quote who="Roderick Colenbrander"><p>
-The past few weeks I have trying to split Oliver Stieber's d3d8 patches in -small pieces. The patches I sent so far me oved big parts of the surface, +The past few weeks I have been trying to split Oliver Stieber's d3d8 patches in +small pieces. The patches I sent so far moved big parts of the surface, texture and capability detection code over to wined3d (roughly 1/3th of the total patch) These parts could safely be moved as they didn't depend on much other d3d8/wined3d functionality. The remaining texture, shader, primitive @@ -233,7 +233,7 @@ drawing code depends on stateblocks and over yet. If I would move over for instance the remaining texture code the stateblock/swapchain code needs to moved too. The current d3d8 shader code would need to be made compatible with the wined3d stateblocks (which isn't -possible becaue various datatypes in the stateblock changed; the wined3d +possible because various datatypes in the stateblock changed; the wined3d stateblock uses incompatible wined3d datatypes which the shader code doesn't understand) </p><p>