- 21 Jul, 2008 19 commits
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Hans Leidekker authored
Spotted by Yann Droneaud.
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Hans Leidekker authored
Based on a patch by Yann Droneaud.
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Andrew Talbot authored
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Andrew Talbot authored
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Mikołaj Zalewski authored
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Mikołaj Zalewski authored
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Maarten Lankhorst authored
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- 18 Jul, 2008 21 commits
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Huw Davies authored
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Zac Brown authored
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Stefan Leichter authored
rasapi32: RasEnumDevicesA test: initialize the input parameters before each call, make sure the return buffer is big enough.
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Daniel Santos authored
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Stefan Dösinger authored
This is cleaner than the if statements in the code. Also np2 textures should in theory support linear filtering, but fglrx doesn't seem to like it. This needs further investigation. So far we've never used linear filtering on np2 textures, so there should not be a regression. Furthermore I think shader support is more important than filtering, since NP2 textures are mostly used for 1:1 copying to the screen.
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Stefan Dösinger authored
ATI cards prior to the radeon HD series did not have unconditional non power of two support. So far we've used texture_rectangle for that, or created a bigger power of two texture with padding. This had the disadvantage that we had to correct the coordinates, which causes extreme problems with shaders(doesn't work, pretty much). Both the MacOS and the fglrx driver have support for GL_ARB_texture_non_power_of_two, and run it on the hardware as long as we stay within the texture_rectangle limitations. This allows us to have conditional non power of two textures with normalized coordinates. This patch adds an internal extension, and the code creates a regular GL_TEXTURE_2D texture with NP2 size, but refuses mipmapping, filtering and texture_rectangle incompatible operations. This makes np2 textures work with shaders on fglrx and macos.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
The opengl extension mentioned in that code was never finished, and as far as I know there is no way to make use of tangent data in the d3d fixed function pipeline as well.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
Note that GL_ATI_envmap_bumpmap is not the same as GL_ATI_fragment_shader. envmap_bumpmap is used together with the regular opengl ffp pipeline and is not used (other than for pixelformats) if GL_ATI_fragment_shader is used.
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Stefan Dösinger authored
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Dylan Smith authored
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Mathias Kosch authored
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James Hawkins authored
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Alexandre Julliard authored
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James Hawkins authored
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Alexander Dorofeyev authored
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