[5/6] ddraw: fix palette copying when destination palette is NULL

H. Verbeet hverbeet at gmail.com
Tue Jan 1 14:53:02 CST 2008


On 02/01/2008, Alexander Dorofeyev <alexd4 at inbox.lv> wrote:
> Stefan Dösinger wrote:
> > You can also try to QueryInterface old IDirect3DDevice* versions from
> > IDirect3DDevice7, but I think this doesn't work as the COM theory says on
> > Windows. I haven't yet tested the restrictions and implemented them because I
> > haven't seen a game yet that depends on them.
>
> Yes, I think it doesn't run on Windows, IIRC that was the first thing I tried.
> At least this is so for XP, which itself is partly broken in DX6 and less
> support though, from what I see (e.g. AVP1 3D engine is broken).
>
> Just one more question - I'm looking into this hr==D3D_OK vs SUCCEEDED(hr) thing
> and there appears to be some problems with consistency. In ddraw/tests/visual.c
> I see both hr==D3D_OK and SUCCEEDED, in one place even result of BeginScene are
> checked as hr==D3D_OK, so it's somewhat confusing. How do I tell, generally,
> what to use for ok(), if() etc, hr==D3D_OK or SUCCEDED? Do all checks ultimately
> need to be turned into SUCCEEDED or it's just that some of the calls have been
> found to return undocumented values other than D3D_OK, but are no errors?
>
Unless you actually want to test the exact return value, you should
use SUCCEEDED / FAILED. Some of the tests do get this wrong,
unfortunately.



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