"Ann and Jason Edmeades" us@the-edmeades.demon.co.uk writes:
- To get this working without a low level driver, I have currently added
the following line to x11drv.spec: # Hack for now, d3d @ cdecl d3dhack(long) X11DRV_get_client_window Unfortunately I couldnt find anyway to get a GL context from a HWND as it stood. Without this line, nothing is going to appear, but long term I realize it will need fixing. Does anyone have any thoughts as to how to handle this, or would this hack be acceptable until a better solution is found?
You should be able to use the x11drv escape mechanism that opengl is using too (look at wgl.c). It's not very clean either but at least it doesn't require exporting new functions.
- Currently I have all my modules in the d3d8 directory: d3d8_main.c d3d8.dll.dbg.c d3d8.spec.c IDirect3D8.c IDirect3DDevice8.c IDirect3DResource8.c IDirect3DVertexBuffer8.c IDirect3DVolume8.c IDirect3DSwapChain8.c IDirect3DSurface8.c IDirect3DIndexBuffer8.c IDirect3DBaseTexture8.c IDirect3DCubeTexture8.c IDirect3DTexture8.c IDirect3DVolumeTexture8.c
This does not tie in with the direct draw code - Do you want me to try and put implementations into the ddraw directories, so that a common implementation can be attempted (will require us to somehow bridge the d3d8.dll / ddraw.dll gap), or carry on as I have done, which will minimize the code size pulled in for directx8 programs?
I think it's fine to leave them in d3d8. That seems to be where they belong if I understand this stuff correctly (but I don't claim to really know anything about d3d8...)