- 18 Feb, 2015 13 commits
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Henri Verbeet authored
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Stefan Dösinger authored
The idea is to make it clear that wined3d_texture_load is responsible for checking the color key for changes. Once we can do color keying in the shader we also have one place where we can disable the surface conversion.
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Stefan Dösinger authored
This fixes a regression with color keyed mipmaps that was introduced by ee8a5b7d. surface_load for level n+1 would call texture_force_reload, thus removing level n from the GL texture.
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Austin English authored
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Alistair Leslie-Hughes authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Nikolay Sivov authored
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Mark Harmstone authored
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Mark Harmstone authored
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- 17 Feb, 2015 12 commits
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Thomas Faber authored
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Thomas Faber authored
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Thomas Faber authored
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Thomas Faber authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Nikolay Sivov authored
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- 16 Feb, 2015 15 commits
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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
This ensures that asynchronous calls are completed in the right order.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Austin English authored
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Austin English authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Jacek Caban authored
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