- 25 Jun, 2009 40 commits
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Hans Leidekker authored
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Paul Vriens authored
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Tobias Jakobi authored
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Tobias Jakobi authored
Previously every texture that was flagged for NP2 fixup used a vec2 uniform in the shader to store texture dimensions. Turns out that the GLSL compilers just maps vec2 to vec4, so essentially wasting 2 floats. The new code only uses vec4 uniforms but packs dimensions info of 2 textures into a single uniform.
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Tobias Jakobi authored
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Huw Davies authored
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Eric van Beurden authored
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Eric van Beurden authored
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Joel Holdsworth authored
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Joel Holdsworth authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Detlef Riekenberg authored
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Rein Klazes authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Paul Vriens authored
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Matej Spindler authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
In case lastActiveRenderTarget is destroyed.
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Henri Verbeet authored
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Henri Verbeet authored
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Aric Stewart authored
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Aric Stewart authored
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Aric Stewart authored
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Aric Stewart authored
Discussed with Juan Lang, We could look for the signinfo at the beginning of the cab and restore the file pointer afterward. This allows IE7 to read the signing information from downloaded ActiveX controls.
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Damjan Jovanovic authored
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Austin English authored
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Alexandre Julliard authored
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