Originally posted by Craig73
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Wine 1.1.33 Gains More Direct3D 10 Functions
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Originally posted by lucian View PostI've always wondered whether it would be easier to implement Direct3D over Gallium3D, instead as a layer over OpenGL. This would be a bit problematic at first since many cards don't have Gallium3D pipeliles, but it may pay off in the long run.
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What I'm curious about is the status of the roadmap... how are we doing moving towards a 1.2 version? What do they envision 1.2 including at this point (ie - are there still plans for a GDI engine or can anyone agree on what a proper implementation of that even looks like)
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Originally posted by lucian View PostI've always wondered whether it would be easier to implement Direct3D over Gallium3D, instead as a layer over OpenGL. This would be a bit problematic at first since many cards don't have Gallium3D pipeliles, but it may pay off in the long run.
Search for this on phoronix, it's come up before.
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I've always wondered whether it would be easier to implement Direct3D over Gallium3D, instead as a layer over OpenGL. This would be a bit problematic at first since many cards don't have Gallium3D pipeliles, but it may pay off in the long run.
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Originally posted by phoronix View PostIt was a year ago that Wine developers began working on Direct3D 10.0 support and then in March developers at CodeWeavers began working on the Direct3D 10 support too.
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Wine 1.1.33 Gains More Direct3D 10 Functions
Phoronix: Wine 1.1.33 Gains More Direct3D 10 Functions
It was a year ago that Wine developers began working on Direct3D 10.0 support and then in March developers at CodeWeavers began working on the Direct3D 10 support too. Recent Wine releases in particular have brought better Direct3D 10.x coverage and this work has continued with the just-released Wine 1.1.33. Wine 1.1.33 implements more Direct3D 10 functions, the Gecko browser engine is now installed at wineprefix creation time, there is better support for certificates in crypt32, improved sound support in mciwave, and many cleanups for issues spotted by the Valgrind memory debugging utility...
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