- 18 Oct, 2008 2 commits
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Vitaliy Margolen authored
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Alexandre Julliard authored
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- 16 Oct, 2008 4 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
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- 15 Oct, 2008 4 commits
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Henri Verbeet authored
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Henri Verbeet authored
wined3d: We only need to enable texturing for a target if we're going to draw with it (without a shader). Also, these enables cause problems if they're done while the context is setup for blitting.
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Henri Verbeet authored
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Henri Verbeet authored
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- 10 Oct, 2008 3 commits
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Francois Gouget authored
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Henri Verbeet authored
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Henri Verbeet authored
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- 09 Oct, 2008 7 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
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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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- 08 Oct, 2008 4 commits
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Kjell Rune Skaaraas authored
wined3d: Implement IWineD3DResourceImpl_GetPriority and IWineD3DResourceImpl_SetPriority for resource management.
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
wined3d: Print an error when drawStridedSlow() is called with 0 idxSize and non-NULL idxData (CID 509).
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- 06 Oct, 2008 1 commit
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Henri Verbeet authored
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- 25 Sep, 2008 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
This prevents the target from changing during the first PreLoad() call on a surface, which would be inconvenient when attaching a surface to a FBO for example.
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Henri Verbeet authored
This creates a function for setting the texture name and one for setting the texture target. The idea is that the texture target should get set right after the surface is created, and won't change, while generating a texture name can wait.
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- 24 Sep, 2008 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
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Henri Verbeet authored
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- 23 Sep, 2008 4 commits
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Henri Verbeet authored
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Henri Verbeet authored
This isn't the prettiest way to merge those functions, but it's a start.
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Henri Verbeet authored
This gives a small performance improvement for applications that are smart enough to set the D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL flag, or to create depth stencils with Discard set to TRUE.
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Henri Verbeet authored
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- 22 Sep, 2008 1 commit
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Roderick Colenbrander authored
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