Et il y a pas mal de logiciels libres qui était a la base sous Linux qui sont portés pour windows.
Oui, car personne s'y intéressent sous Linux, ils trouvent une espèce de seconde vie sous Windows...
P4nd1-P4nd4
lunix a couché sur son écran :
Le 14/07/2012 21:34, P4nd1-P4nd4 a écrit :
Question net Linux est bien fournit et na rien a envié a windows
Ouaai, une couche TCP/IP et un browser, cela n'a rien de très extraordinaire ;>))
Et il y a quoi de plus extraordinaire sous windows? du code unix?
Et même avec wine beaucoup de jeux tournent,wine a le support directx10
Elle doit être bonne..
Tu es un mariole qui connaît rien
Ouai ca marche bien, HAHAHAHAHHA
Missing Functionalities: (General)
Shader translator still needs some cleaning up Multisample support, ie FSAA etc. will require changes to (OpenGL child windows) Finish shaders 3.0 support and make shaders 2.0/3.0 the default using GLSL if the card supports it. see DirectX-Shaders
Lock/Unlock: Only restore or copy when needed (example no save renders when WRITE_ONLY flags was used) Improve the heap code and cache data instead of doing HeapAlloc (Resource Caching) the last few results will improve performance.
Filter wined3d caps in d3d8 : We could detect all the card capabilities in wined3d (for a part this is done, for a part the d3d version is detected) And in the d3d8 we could show only the caps corresponding to that d3d version. Caps code to fully support (ps3.0 / vs3.0) see MS Pixel Shader Reference.
Window sizes / fullscreen support still needs more improvements and testing. Priority Levels (Should be reasonably easy as opengl has this functionality) o LOD support see: Level-of-Detail White Paper
Support more query types, implement the timestamp queries using GL_nv_fence see: QuerySample User Guide, MSDN Queries
Proper support for floating point texture formats (for proper deferred shading and HDR support) Fixups using vertex shaders instead of software ie, fixed function pipeline replacement. Prefer GL_EXT_framebuffer_object over pbuffers. Speed up color depth conversions (8bpp) with a shader Avoid as many GlReadPixel and GlWritePixel calls as possible
Device interface EvictManagedResources
ResrceMgrDiscard (needs EvictManagedResources)
Check* functions TestCoop support
ValidateDevice (needs better Caps support)
GetInfo (needs better Caps support)
Visible Z Buffer
lunix a couché sur son écran :
Le 14/07/2012 21:34, P4nd1-P4nd4 a écrit :
Question net Linux est bien fournit et na rien a envié a windows
Ouaai, une couche TCP/IP et un browser, cela n'a rien de très
extraordinaire ;>))
Et il y a quoi de plus extraordinaire sous windows? du code unix?
Et même avec wine beaucoup de jeux tournent,wine a le support directx10
Elle doit être bonne..
Tu es un mariole qui connaît rien
Ouai ca marche bien, HAHAHAHAHHA
Missing Functionalities: (General)
Shader translator still needs some cleaning up
Multisample support, ie FSAA etc. will require changes to (OpenGL child
windows)
Finish shaders 3.0 support and make shaders 2.0/3.0 the default using
GLSL if the card supports it. see DirectX-Shaders
Lock/Unlock: Only restore or copy when needed (example no save renders
when WRITE_ONLY flags was used)
Improve the heap code and cache data instead of doing HeapAlloc
(Resource Caching) the last few results will improve performance.
Filter wined3d caps in d3d8 :
We could detect all the card capabilities in wined3d (for a part this
is done, for a part the d3d version is detected)
And in the d3d8 we could show only the caps corresponding to that d3d
version.
Caps code to fully support (ps3.0 / vs3.0) see MS Pixel Shader
Reference.
Window sizes / fullscreen support still needs more improvements and
testing.
Priority Levels (Should be reasonably easy as opengl has this
functionality) o LOD support see: Level-of-Detail White Paper
Support more query types, implement the timestamp queries using
GL_nv_fence see: QuerySample User Guide, MSDN Queries
Proper support for floating point texture formats (for proper deferred
shading and HDR support)
Fixups using vertex shaders instead of software ie, fixed function
pipeline replacement.
Prefer GL_EXT_framebuffer_object over pbuffers.
Speed up color depth conversions (8bpp) with a shader
Avoid as many GlReadPixel and GlWritePixel calls as possible
Question net Linux est bien fournit et na rien a envié a windows
Ouaai, une couche TCP/IP et un browser, cela n'a rien de très extraordinaire ;>))
Et il y a quoi de plus extraordinaire sous windows? du code unix?
Et même avec wine beaucoup de jeux tournent,wine a le support directx10
Elle doit être bonne..
Tu es un mariole qui connaît rien
Ouai ca marche bien, HAHAHAHAHHA
Missing Functionalities: (General)
Shader translator still needs some cleaning up Multisample support, ie FSAA etc. will require changes to (OpenGL child windows) Finish shaders 3.0 support and make shaders 2.0/3.0 the default using GLSL if the card supports it. see DirectX-Shaders
Lock/Unlock: Only restore or copy when needed (example no save renders when WRITE_ONLY flags was used) Improve the heap code and cache data instead of doing HeapAlloc (Resource Caching) the last few results will improve performance.
Filter wined3d caps in d3d8 : We could detect all the card capabilities in wined3d (for a part this is done, for a part the d3d version is detected) And in the d3d8 we could show only the caps corresponding to that d3d version. Caps code to fully support (ps3.0 / vs3.0) see MS Pixel Shader Reference.
Window sizes / fullscreen support still needs more improvements and testing. Priority Levels (Should be reasonably easy as opengl has this functionality) o LOD support see: Level-of-Detail White Paper
Support more query types, implement the timestamp queries using GL_nv_fence see: QuerySample User Guide, MSDN Queries
Proper support for floating point texture formats (for proper deferred shading and HDR support) Fixups using vertex shaders instead of software ie, fixed function pipeline replacement. Prefer GL_EXT_framebuffer_object over pbuffers. Speed up color depth conversions (8bpp) with a shader Avoid as many GlReadPixel and GlWritePixel calls as possible
Device interface EvictManagedResources
ResrceMgrDiscard (needs EvictManagedResources)
Check* functions TestCoop support
ValidateDevice (needs better Caps support)
GetInfo (needs better Caps support)
Visible Z Buffer
lunix
Le 14/07/2012 22:03, P4nd1-P4nd4 a écrit :
Ouai ca marche bien, HAHAHAHAHHA
J'ai 50 heures de jeux avec skyrim sous wine version devellopement
Le 14/07/2012 22:03, P4nd1-P4nd4 a écrit :
Ouai ca marche bien, HAHAHAHAHHA
J'ai 50 heures de jeux avec skyrim sous wine version devellopement