- 13 Feb, 2015 15 commits
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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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Piotr Caban authored
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Piotr Caban 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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Yifu Wang authored
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Mark Harmstone authored
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Mark Harmstone authored
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Uwe Bonnes authored
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- 12 Feb, 2015 20 commits
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David Heidelberg authored
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Frédéric Delanoy authored
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Stefan Dösinger authored
This works on cards that don't implement ARB_depth_clamp like r500 cards. Note that texturing is influenced by position.w, not position.z.
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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 Z disable part of the test is technically not necessary because the fog coordinate is written before applying the projection matrix. I've nevertheless included it because this is not immediately obvious and fog is the only place where the vertex Z matters if depth test and depth clipping are disabled.
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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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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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- 11 Feb, 2015 5 commits
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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
Buffers don't have a format as such, and are created with either WINED3DFMT_UNKNOWN or WINED3DFMT_VERTEXDATA.
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Henri Verbeet authored
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