d3dx implementation senseless?
Peter Dons Tychsen
donpedro at tdcadsl.dk
Fri Jan 4 09:48:14 CST 2008
I do not think patents which are blocking your ability to use the DLLs
in Wine. It is your Windows license.
I believe that if you have a Windows license for your machine, you are
free to use Windows or its DLLs. This includes all the "free" downloads
from their web-pages. I think, if you do not have a license for that
machine, you are in violation of the license, which is illegal.
I am not sure i got all the details right but you can probably find more
on their web-page.
If i understand it correctly, it of course means that there are no
really free downloads on their web-page, as they all rely on a purchase
of Windows. This makes the "free" download kind of expensive.
For Wine it means that anything the user has to D/L from their homepage
is a no-no.
On Fri, 2008-01-04 at 13:46 +0100, tony.wasserka at freenet.de wrote:
> I enjoyed the current wine development of the D3DX libraries and also tried to implement an interface.
> However, while testing it I noticed that Wine seems to fully support everything when it has a native
> d3dx9.dll (though it even was able to run one of my games without any dll...). So I was asking myself
> if there's even a reason to implement anything other than the inlined functions of D3DX, when we only
> lose performance and development time with it. Also, what would we do at functions like
> D3DXCreateTextureFromFile which supports 9 file formats? Would we implement e.g. a BMP file
> loader ourselves or would we use a 3rd party library for that? Are there any patents regarding the
> DX specific file formats (.x/.dds)? Don't misunderstand me, I'd also like to help out at D3DX, but I
> really think we'd be better off by removing everything of D3DX but the inlined stuff.
> Best regards,
> Tony Wasserka
> (PS: if one argues that we need the implementation for WineLib, I _think_ it'd be enough to just
> stub all functions so that the program compiles fine and then use the native dll again)
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