Well yes and no. The 'problem' is most of this code isn't implemented yet...
Try Olivers large patch and see if things are any better, or wait a while while a whole load of code gets into cvs. Basically d3d9 shouldn't have any of the code relating to the stencil buffers - that will be in wine3d. I am pretty certain Olivers patch did that, and he is working on splitting it up to get cvs in sync with his local tree.
Jason
On Mon, 31 Jan 2005 21:47:44 -0000, Ann and Jason Edmeades us@the-edmeades.demon.co.uk wrote:
Well yes and no. The 'problem' is most of this code isn't implemented yet...
Try Olivers large patch and see if things are any better, or wait a while while a whole load of code gets into cvs. Basically d3d9 shouldn't have any of the code relating to the stencil buffers - that will be in wine3d. I am pretty certain Olivers patch did that, and he is working on splitting it up to get cvs in sync with his local tree.
Maybe. I got pirates partially to work. The intro at loading plays, after the Atari logo, it then crashes:
fixme:d3d:IDirect3DDevice9Impl_CreateDepthStencilSurface (0x403ac0f0) : stub fixme:d3d:IDirect3DDevice9Impl_CreateDepthStencilSurface (0x403ac0f0) : stub wine: Unhandled exception (thread 0009), starting debugger... WineDbg starting on pid 0x8 Unhandled exception: page fault on read access to 0x00000001 in 32-bit code (0x4a1a5b30). In 32 bit mode. Register dump: CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:0000 EIP:4a1a5b30 ESP:4068fc40 EBP:4068fd1c EFLAGS:00010202( - 00 - -RI1) EAX:4042c688 EBX:4a1cc32c ECX:403abe40 EDX:00000001 ESI:403ec588 EDI:00000000 Stack dump: 0x4068fc40: 00000001 00007eac 00000002 00000000 0x4068fc50: 7a7d2ba0 0000000c 00000002 00000000 0x4068fc60: 00000000 00000000 00000000 00000000 0x4068fc70: 00000000 00000000 00000000 00000000 0x4068fc80: 00000000 00000000 00000000 00000000 0x4068fc90: 00000000 00000000 00000000 00000000 Backtrace: =>1 0x4a1a5b30 drawPrimitive+0x230(iface=0x403ec588, PrimitiveType=0x6, NumPrimitives=0x2, StartVertexIndex=0x0, StartIdx=0xffffffff, idxSize=0x0, idxData=0x0, minIndex=0x0) [drawprim.c:1582] in wined3d (0x4068fd1c) 2 0x4a19dc57 IWineD3DDeviceImpl_DrawPrimitive+0x47(iface=0x403ec588, PrimitiveType=0x6, StartVertex=0x0, PrimitiveCount=0x2) [/home/jesse/wine-printf/dlls/wined3d/device.c:3504] in wined3d (0x4068fd50) 3 0x4a0244ee IDirect3DDevice9Impl_DrawPrimitive+0x1e(iface=0x403ac0f0, PrimitiveType=0x6, StartVertex=0x0, PrimitiveCount=0x2) [/home/jesse/wine-printf/dlls/d3d9/device.c:579] in d3d9 (0x4068fd68) 4 0x005c1ac0 in pirates! (+0x1c1ac0) (0x00000000) 0x4a1a5b30 drawPrimitive+0x230 [drawprim.c:1582] in wined3d: movl 0x0(%edx),%eax Unable to open file drawprim.c Wine-dbg>
Since I had to hack wine to get it to run to this degree, here are the patches I tried out:
d3d9_device.diff printf.diff printf_compare_warn.diff wined3d_vb_begin.diff
By Oliver: wined3d_guids_01_os.diff wined3d_guids__newfiles_01_os.diff (slight fix to get this to compile)
I'm not sure if I need an older patch of his.
I also hacked dlls/wined3d/surface.c IWineD3DSurfaceImpl_UnlockRect() here:
break; case D3DFMT_A8R8G8B8: case D3DFMT_X8R8G8B8: {
The game calls the function with D3DFMT_X8R8G8B8. I think it could work like case D3DFMT_A8R8G8B8 since it's padded the same =) -- just without alpha -- and seemed to thus far. It allowed me to see the intro.
Jesse
Maybe. I got pirates partially to work. The intro at loading plays, after the Atari logo, it then crashes:
fixme:d3d:IDirect3DDevice9Impl_CreateDepthStencilSurface
(0x403ac0f0) : stub
fixme:d3d:IDirect3DDevice9Impl_CreateDepthStencilSurface
(0x403ac0f0) : stub wine: Unhandled exception (thread 0009), starting debugger... WineDbg starting on pid 0x8 Unhandled exception: page fault on read access to 0x00000001 in 32-bit code (0x4a1a5b30). In 32 bit mode. Register dump: CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:0000 EIP:4a1a5b30 ESP:4068fc40 EBP:4068fd1c EFLAGS:00010202( - 00 - -RI1) EAX:4042c688 EBX:4a1cc32c ECX:403abe40 EDX:00000001 ESI:403ec588 EDI:00000000 Stack dump: 0x4068fc40: 00000001 00007eac 00000002 00000000 0x4068fc50: 7a7d2ba0 0000000c 00000002 00000000 0x4068fc60: 00000000 00000000 00000000 00000000 0x4068fc70: 00000000 00000000 00000000 00000000 0x4068fc80: 00000000 00000000 00000000 00000000 0x4068fc90: 00000000 00000000 00000000 00000000 Backtrace: =>1 0x4a1a5b30 drawPrimitive+0x230(iface=0x403ec588, PrimitiveType=0x6, NumPrimitives=0x2, StartVertexIndex=0x0, StartIdx=0xffffffff, idxSize=0x0, idxData=0x0, minIndex=0x0) [drawprim.c:1582] in wined3d (0x4068fd1c) 2 0x4a19dc57
IWineD3DDeviceImpl_DrawPrimitive+0x47(iface=0x403ec588,
PrimitiveType=0x6, StartVertex=0x0, PrimitiveCount=0x2) [/home/jesse/wine-printf/dlls/wined3d/device.c:3504] in wined3d (0x4068fd50) 3 0x4a0244ee
IDirect3DDevice9Impl_DrawPrimitive+0x1e(iface=0x403ac0f0,
PrimitiveType=0x6, StartVertex=0x0, PrimitiveCount=0x2) [/home/jesse/wine-printf/dlls/d3d9/device.c:579] in d3d9 (0x4068fd68) 4 0x005c1ac0 in pirates! (+0x1c1ac0) (0x00000000) 0x4a1a5b30 drawPrimitive+0x230 [drawprim.c:1582] in wined3d: movl 0x0(%edx),%eax Unable to open file drawprim.c Wine-dbg>
Since I had to hack wine to get it to run to this degree, here are the patches I tried out:
d3d9_device.diff printf.diff printf_compare_warn.diff wined3d_vb_begin.diff
By Oliver: wined3d_guids_01_os.diff wined3d_guids__newfiles_01_os.diff (slight fix to get this to compile)
I'm not sure if I need an older patch of his.
I also hacked dlls/wined3d/surface.c IWineD3DSurfaceImpl_UnlockRect() here:
break; case D3DFMT_A8R8G8B8: case D3DFMT_X8R8G8B8: {
The game calls the function with D3DFMT_X8R8G8B8. I think it could work like case D3DFMT_A8R8G8B8 since it's padded the same =) -- just without alpha -- and seemed to thus far. It allowed me to see the intro.
Jesse
I tried that and it seems to be fine, but the intro's crash a lot more now :(
In wined3d_private.h search for anything that allocates and array HIGHEST_RENDER_STATE in size and change it to HIGHEST_RENDER_STATE + 1 since were addressing 1 based not 0 based.
Do the same with HIGHEST_TRANSFORMSTATE, HIGHEST_TEXTURE_STATE and HIGHEST_SAMPLER_STATE.
I've done a tone of debugging and to be honest the first patch was a lot buggier than I thought, but then I had been doing a 18hrs 7days a week on it, so it's not supprsing.
Anyhow, I've more or less put in the other 80% of the effort and a lot more apps are running without any crash bugs things there's still a few issues that need to sorted out before patches can go into CVS, mainly where to put GUIDS.
I'm putting a new big patch up against head as soon as I've done a cvs update, ./configure etc... and some regression.
The big patch won't be CVS worthy but it will have things like non-power-2 textures if anyone wants to do some testing since I've only tested against an ATI 9600.
___________________________________________________________ ALL-NEW Yahoo! Messenger - all new features - even more fun! http://uk.messenger.yahoo.com
On Tue, 1 Feb 2005 07:05:12 +0000 (GMT), Oliver Stieber oliver_stieber@yahoo.co.uk wrote:
In wined3d_private.h search for anything that allocates and array HIGHEST_RENDER_STATE in size and change it to HIGHEST_RENDER_STATE + 1 since were addressing 1 based not 0 based.
Do the same with HIGHEST_TRANSFORMSTATE, HIGHEST_TEXTURE_STATE and HIGHEST_SAMPLER_STATE.
Yes, that does make a difference. If I do that, the crashes go away. However I cannot get to the point of controlling the ship. Can't find HIGHEST_SAMPLER_STATE either.
When I did a "> 0x1" instead of "!= NULL" at the check before it crashed, I bypassed the crash. It ended crashing at a similar point and I did it again. Then I was able to actually run the game to the point of controlling the ship, as long as it didn't crash first. I did like getting that far, but it was horribly unstable. I spent a while trying to trace a source of the 1 but found nothing.
Thanks, Jesse
When I did a "> 0x1" instead of "!= NULL" at the check before it crashed, I bypassed the crash. It ended crashing at a similar point and I did it again. Then I was able to actually run the game to the point of controlling the ship, as long as it didn't crash first. I did like getting that far, but it was horribly unstable. I spent a while trying to trace a source of the 1 but found nothing.
I've just put up a small website that you can get a diff of my wine as of today from http://www.oliverthered.f2s.com/projects/wine/ with the diff you should be able to run Pirates and Axis and Allies 2 okish, I haven't checked half life 2 or far cry yet.
The diff still has some 'alpha' work in it that I'm cleaning up at the moment (well as soon as I've run a spell checker on my website!).
Oliver.
Thanks, Jesse
___________________________________________________________ ALL-NEW Yahoo! Messenger - all new features - even more fun! http://uk.messenger.yahoo.com
On Thu, 3 Feb 2005 14:07:51 +0000 (GMT), Oliver Stieber oliver_stieber@yahoo.co.uk wrote:
I've just put up a small website that you can get a diff of my wine as of today from http://www.oliverthered.f2s.com/projects/wine/ with the diff you should be able to run Pirates and Axis and Allies 2 okish, I haven't checked half life 2 or far cry yet.
Yeah, I have tried it out. Anyways, the problem before wasn't numlock, but that Pirates would get stuck in the transition before loading the ocean screen. You can hear the seagulls, that's it. But you patch fixes that. I can also enter town without crashing now. However there are other crashes in mss32 now -- in _AIL_3D_distance_factor and in another case AIL_debug_printf. The first one happened when I hit 5 to attack a ship.
Now here's a bit of news: Star Wars: Battlefront works now! Well it loads to the menu and a thead crashes (ie music is still playing, but the menu is stuck). I'll investigate later. I think you fixed it with your volume fixes.
Jesse
--- Jesse Allen the3dfxdude@gmail.com wrote:
On Thu, 3 Feb 2005 14:07:51 +0000 (GMT), Oliver Stieber oliver_stieber@yahoo.co.uk wrote:
I've just put up a small website that you can get
a
diff of my wine as of today from http://www.oliverthered.f2s.com/projects/wine/
with
the diff you should be able to run Pirates and
Axis
and Allies 2 okish, I haven't checked half life 2
or
far cry yet.
Yeah, I have tried it out. Anyways, the problem before wasn't numlock, but that Pirates would get stuck in the transition before loading the ocean screen. You can hear the seagulls, that's it. But you patch fixes that. I can also enter town without crashing now. However there are other crashes in mss32 now -- in _AIL_3D_distance_factor and in another case AIL_debug_printf. The first one happened when I hit 5 to attack a ship.
Now here's a bit of news: Star Wars: Battlefront works now! Well it loads to the menu and a thead crashes (ie music is still playing, but the menu is stuck). I'll investigate later. I think you fixed it with your volume fixes.
binkw32.dll (bink video) is crash happy, that's used for the intro and cutscenes. It may be possibly to make a simple linux version because you can get bink for linux. (or a version that displays the text 'thank you for disabling bink'.
I'm using these dll overrides.. &co... (well they change from time to time!).
[Version] ;"Windows" = "winxp" "Windows" = "win98" ;Windows" = "nt40" ;"Windows" = "winme" [DllOverrides] "rpcrt4" = "builtin, native" "oleaut32" = "builtin, native" "ole32" = "builtin, native" "commdlg" = "builtin, native" "comdlg32" = "builtin, native" "ver" = "builtin, native" "version" = "builtin, native" "shell" = "builtin, native" "shell32" = "builtin, native" "shfolder" = "builtin, native" "shlwapi" = "builtin, native" "shdocvw" = "builtin, native" "lzexpand" = "builtin, native" "lz32" = "builtin, native" "comctl32" = "builtin, native" "commctrl" = "builtin, native" "advapi32" = "builtin, native" "crtdll" = "builtin, native" "mpr" = "builtin, native" "winspool.drv" = "builtin, native" "ddraw" = "builtin, native" "dinput" = "builtin, native" "dsound" = "builtin, native" "opengl32" = "builtin, native" "msvcrt" = "native, builtin" "msvideo" = "builtin, native" "msvfw32" = "builtin, native" "mcicda.drv" = "builtin, native" "mciseq.drv" = "builtin, native" "mciwave.drv" = "builtin, native" "mciavi.drv" = "native, builtin" "mcianim.drv" = "native, builtin" "msacm.drv" = "builtin, native" "msacm" = "builtin, native" "msacm32" = "builtin, native" "midimap.drv" = "builtin, native" "msi" = "native, builtin" "msiexec.exe" = "native, builtin" "d3dxoff.dll" = "native, builtin" "dinput8" ="builtin, native" "d3dxoff" = "native, builtin" "d3dxof" = "native,builtin" "d3dxof.dll" = "native, builtin" "d3d9" = "builtin, native" ; you can specify applications too "notepad.exe" = "native, builtin" ; default for all other dlls "*" = " builtin, native"
--snip --
[x11drv] ; Number of colors to allocate from the system palette "AllocSystemColors" = "100" ; Use a private color map "PrivateColorMap" = "N" ; Favor correctness over speed in some graphics operations "PerfectGraphics" = "N" ; Color depth to use on multi-depth screens ;;"ScreenDepth" = "16" ; Name of X11 display to use ;;"Display" = ":0.0" ; Allow the window manager to manage created windows "Managed" = "Y" ; Use a desktop window of 640x480 for Wine "Desktop" = "1024x768" ; Use XFree86 DGA exten
Turn on pixel shaders using regedit.
wine regedit
[local_machine] software/wine/Direct3D PixelShaderMode enabled
and my .wine/windows/system32 looks like this... ======================= ASYCFILT.DLL IR41_QC.dll QuickTime.qts atl.dll dmusic.dll msimsg.dll msxml3a.dll regsvr32.so stdole32.tlb ATPartners.dll IR41_QCX.dll QuickTimeCheck.ocx bridge.dll drivers msisip.dll msxml3r.dll riched20.dll unregister.exe AcsProxy.dll ImgConv.dll QuickTimeFavorites.qtr cabinet.dll ezines.dat msls31.dll msxmlr.dll saie.exe user32.dll AcsProxy.lib Indeo4.qtx QuickTimeVR.qtx chat.dat foo mspatcha.dll ole32.dll saie.log usp10.dll Ati Dogs.scr MSVCP60.DLL SIntf16.dll comctl32.dll home.dat msvbvm60.dll oleacc.dll saie_kyf.dat videos.dat COMCAT.DLL MSVCP71D.DLL SIntf32.dll comdlg32.oca imagehlp.dll msvcirt.dll oleaut32.dll saieau.dat winebrowserlink CmdLineExt03.dll MSVCR71D.DLL SIntfNT.dll comdlg32.ocx jao.dll msvcp71.dll olepoo sdbapi.dll winebrowserlink.so Cshtp32.ocx OLEAUT32.DLL Switp_bund_ar10.exe d3d9.dll mfc42.dll msvcr70.dll opengl32.dll shfolder.dll xmlinst.exe D3DX9sab.dll PreInstaller_p1.exe VB5DB.DLL d3dx8d.dll msi.dll msvcr71.dll paysites.dat shlwapi.dll xmlparse.dll Entech.vxd QuickTime VIC32.DLL d3dxof.dll msiexec.exe msvcrt.dll pics.dat srchbar.dll xmltok.dll FLEOK QuickTime.cpl a.exe ddraw.dll msifoo msxml.dll qtplugin.log srchbar.dll.manifest Futuremark QuickTime.qtp advpack.dll dllcache msihnd.dll msxml3.dll regsvr32 stdole2.tlb =======================
Jesse
___________________________________________________________ ALL-NEW Yahoo! Messenger - all new features - even more fun! http://uk.messenger.yahoo.com
Oliver Stieber wrote:
--- Jesse Allen the3dfxdude@gmail.com wrote:
Now here's a bit of news: Star Wars: Battlefront works now! Well it loads to the menu and a thead crashes (ie music is still playing, but the menu is stuck). I'll investigate later. I think you fixed it with your volume fixes.
binkw32.dll (bink video) is crash happy, that's used for the intro and cutscenes. It may be possibly to make a simple linux version because you can get bink for linux. (or a version that displays the text 'thank you for disabling bink'.
Just FYI, in case it's helpful, there is a native application that allows bink video to be played within a native game--
nwmovies lets you use the BinkPlayer for Linux to play the unconverted Neverwinter Nights movies in-game (it also allows you to play them via mplayer and possibly plaympeg, after conversion).
According to the readme:
What little bit of this that is copyrightable is copywritten by David Holland zzqzzq_zzq@hotmail.com. You may do what you wish with this code so long as some credit is given to me, and the copyright is maintained.
So you might want to drop by the website at http://home.woh.rr.com/nwmovies/nwmovies/ or contact the author to see if there's anything you can use, as it does work.
HTH, Holly
Hey Oliver,
On Thu, 3 Feb 2005 14:07:51 +0000 (GMT), Oliver Stieber oliver_stieber@yahoo.co.uk wrote:
I've just put up a small website that you can get a diff of my wine as of today from http://www.oliverthered.f2s.com/projects/wine/ with the diff you should be able to run Pirates and Axis and Allies 2 okish, I haven't checked half life 2 or far cry yet.
The diff still has some 'alpha' work in it that I'm cleaning up at the moment (well as soon as I've run a spell checker on my website!).
Might just be me and my lack of knowledge about the wine build process. But I applied your patch and your Makefile.in in dlls/d3dx9/ doesn't get turned into a Makefile. Did you forget to diff something or is it me?
Thanks, Paul
On Thu, 3 Feb 2005 22:01:39 +0100, Paul van Schayck polleke@gmail.com wrote:
Hey Oliver,
Might just be me and my lack of knowledge about the wine build process. But I applied your patch and your Makefile.in in dlls/d3dx9/ doesn't get turned into a Makefile. Did you forget to diff something or is it me?
Thanks, Paul
I think he needs to update configure.ac in the top level directory.
On Thu, 3 Feb 2005 14:45:43 -0700, Jesse Allen the3dfxdude@gmail.com wrote:
On Thu, 3 Feb 2005 22:01:39 +0100, Paul van Schayck polleke@gmail.com wrote: I think he needs to update configure.ac in the top level directory.
Yeah figured it. Changed confgure.ac and configure and the Makefile was created.
Warcraft 3 works in d3d mode (I believe it didn't before). And World of Warcraft seems to get a bit further aswell. WoW doesn't work in opengl mode (problem with the minimap).
Paul
Hello,
El mar, 01 de feb de 2005, a las 07:05, Oliver Stieber escribio:
The big patch won't be CVS worthy but it will have things like non-power-2 textures if anyone wants to do some testing since I've only tested against an ATI 9600.
I have "pasted" your non-power-2 textures support to d3d8 code, and now i can see the intro in tony hawks 4 demo :) (i have a Geforce 2 GTS, so your code works in NVIDIA cards :).
Now it crashes after of press start with:
wine: Unhandled exception (thread 0009), starting debugger... WineDbg starting on pid 0x8 Unhandled exception: page fault on write access to 0x00000004 in 32-bit code (0x409fe785). In 32 bit mode. Register dump: CS:0023 SS:002b DS:002b ES:002b FS:1007 GS:0007 EIP:409fe785 ESP:406cf968 EBP:406cf98c EFLAGS:00210212( - 00 - RIA1) EAX:00000004 EBX:40a16520 ECX:00000000 EDX:00000001 ESI:00000000 EDI:4039e480 Stack dump: 0x406cf968: 401ee3c0 406cf9a0 401b3fd0 4034001c 0x406cf978: 48f16240 48f16248 40a16520 00000000 0x406cf988: 4039e480 406cf9c0 409d2bec 00000000 0x406cf998: 00000000 48f16248 406cf9cc 409dc13c 0x406cf9a8: 40340000 00000002 48f16248 00000000 0x406cf9b8: 422ae310 00000000 422abab0 0042c28e 0200: sel=1007 base=40018000 limit=00001f97 32-bit rw- Backtrace: =>1 0x409fe785 IDirect3DVertexBuffer8Impl_AddRef(iface=0x0) [/mnt4/calb/wine/wine/dlls/d3d8/../../include/winbase.h:2076] in d3d8 (0x406cf98c) 2 0x409d2bec IDirect3DDevice8Impl_GetStreamSource(iface=0x4039e480, StreamNumber=0x0, pStream=0x406cf9e4, pStride=0x406cf9e8) [/mnt4/calb/wine/wine/dlls/d3d8/device.c:4442] in d3d8 (0x406cf9c0) 3 0x0042c28e in skate4demo (+0x2c28e) (0x422abab0) 4 0x65646f6d (0x0052d718) 5 0x00457ac0 in skate4demo (+0x57ac0) (0x00456320) 0x409fe785 IDirect3DVertexBuffer8Impl_AddRef+0x25 [/mnt4/calb/wine/wine/dlls/d3d8/../../include/winbase.h:2076] in d3d8: lock xaddl %edx,0x0(%eax) 2076 __asm__ __volatile__( "lock; xaddl %0,(%1)"
Regards, Carlos.
El vie, 04 de feb de 2005, a las 18:14, Carlos Lozano escribio:
Hello,
El mar, 01 de feb de 2005, a las 07:05, Oliver Stieber escribio:
The big patch won't be CVS worthy but it will have things like non-power-2 textures if anyone wants to do some testing since I've only tested against an ATI 9600.
I have "pasted" your non-power-2 textures support to d3d8 code, and now i can see the intro in tony hawks 4 demo :) (i have a Geforce 2 GTS, so your code works in NVIDIA cards :).
Now it crashes after of press start with:
wine: Unhandled exception (thread 0009), starting debugger... WineDbg starting on pid 0x8 Unhandled exception: page fault on write access to 0x00000004 in 32-bit code (0x409fe785). In 32 bit mode.
And removing this call: //IDirect3DVertexBuffer8Impl_AddRef((LPDIRECT3DVERTEXBUFFER8) *pStream);
in:
HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->StateBlock->stream_source[StreamNumber], This->StateBlock->stream_stride[StreamNumber]); *pStream = This->StateBlock->stream_source[StreamNumber]; *pStride = This->StateBlock->stream_stride[StreamNumber]; //IDirect3DVertexBuffer8Impl_AddRef((LPDIRECT3DVERTEXBUFFER8) *pStream); return D3D_OK; }
The game (really it is a demo), is playable :)
Regards, Carlos.
Hello Again,
Adding "if (*pStream != NULL)" the game works flawless :)
HRESULT WINAPI IDirect3DDevice8Impl_GetStreamSource(LPDIRECT3DDEVICE8 iface, UINT StreamNumber,IDirect3DVertexBuffer8** pStream,UINT* pStride) { IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber, This->StateBlock->stream_source[StreamNumber], This->StateBlock->stream_stride[StreamNumber]); *pStream = This->StateBlock->stream_source[StreamNumber]; *pStride = This->StateBlock->stream_stride[StreamNumber]; if (*pStream != NULL) IDirect3DVertexBuffer8Impl_AddRef((LPDIRECT3DVERTEXBUFFER8) *pStream); return D3D_OK; }
Regards, Carlos.