How big is the Direct3D stuff?

Chris chris at
Thu Jun 6 01:34:07 CDT 2002

I could be totally wrong here, but if I understand the current situation
correctly, I don't think we'll be receiving DirectX 8 anytime soon from
Transgaming ... I mean, I read they might be sharing code that helps out
InstallShield and sdldrv and that sort of stuff, but ... why don't we
pick it up for the tree? I think we should develop D3D. The
MSDN has excellent docs has to how various DirectX 8 functions work, so
it's not like we're in the dark here.

Okay, that's my two cents.

On Wed, 2002-06-05 at 21:31, Francois Gouget wrote:
> On Wed, 5 Jun 2002, Roland wrote:
> > Hello,
> >
> > since it seems that TG is not going to release their D3D stuff, my question is:
> >
> > why is it so difficult to reimplement this? How big is the amount of code?
> It would be interesting to have tasks concerning DirectX in Bugzilla.
> especially if things like Direct3D can be broken up into reasonably
> independent and smaller items. So my questions would be:
>  * What are the tasks for implementing Direct3D?
>  * Can older versions be implemented independently from the newer ones?
>  * Do we have nothing at all or do we have something? What changes need
> to be done to this something to make it better.
>  * What modifications are necessary to other parts (x11drv, DirectDraw)
> to implement Direct3D?
>  * Are there other DirectX areas that are lacking and that will prevent
> games from working even if we get Direct3D working (DirectPlay,
> DirectInput)?
>  * One item I can suggest is adding support for XVideo to DirectDraw (I
> believe that's where it fits) to enable hardware scaling and YUV
> conversion when playing videos. This would be more for media players
> than games but could be useful anyway.
> Any expert willing to shed light?
> --
> Francois Gouget         fgouget at
>                               145 = 1! + 4! + 5!
chris at

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