[Mono-dev] Managed DirectX

Stefan Dösinger stefandoesinger at gmx.at
Thu Oct 26 15:16:42 EDT 2006

Am Donnerstag 26 Oktober 2006 17:46 schrieben Sie:
> > At the moment wined3d calls glx directly, but we want to change it to use
> > our opengl32.dll instead and fix some opengl issues(windowed gl,
> > glx<->agl abstraction) in opngl32.dll.
> I think I don't understand what you're looking for. Managed DirectX is a
> thin wrapper around the DX9 COM interfaces. The most important entry points
> are functions like Direct3DCreate9() and DirectSoundCreate8() (ignoring for
> the moment all the D3DX stuff)-- everything else is available through
> interface calls and calls to IUnknown functions. To look at it another way,
> if you have an implementation of COM and DirectX 9, all you have to do is
> wrap it; the exact same managed DLL should run on both Windows and Wine.
> (I confess to ignorance about how Wine works, so if that doesn't sound
> right, let me know.)
> It sounds like what you want is an implementation of Managed DirectX that
> doesn't actually use DirectX, or at least talks to the Wine libs more
> directly. Is that right?
No, all I wanted to say is that wined3d depends on other parts of wine and 
cannot be used without the rest of wine as-is, because it depends on some 
things in libwine.so and other wine libs(e.g. for EnterCriticalSection and 
LeaveCriticalSection and in future most likely opengl32.dll).

How you talk to DirectX in detail is not my deep concern; I'm fine with a 
wrapper to normal Direct3D9.
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