- 15 Jan, 2013 1 commit
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Stefan Dösinger authored
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- 11 Dec, 2012 1 commit
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Henri Verbeet authored
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- 25 Jul, 2012 1 commit
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Henri Verbeet authored
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- 20 Jul, 2012 1 commit
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Alexandre Julliard authored
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- 18 Jun, 2012 1 commit
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Henri Verbeet authored
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- 12 Jun, 2012 1 commit
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Henri Verbeet authored
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- 22 May, 2012 1 commit
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Henri Verbeet authored
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- 21 May, 2012 1 commit
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Henri Verbeet authored
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- 03 May, 2012 1 commit
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Henri Verbeet authored
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- 26 Apr, 2012 1 commit
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Henri Verbeet authored
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- 18 Jan, 2012 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 09 Jan, 2012 1 commit
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Henri Verbeet authored
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- 02 Nov, 2011 1 commit
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Henri Verbeet authored
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- 31 Oct, 2011 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 24 Aug, 2011 1 commit
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Stefan Dösinger authored
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- 29 Jul, 2011 1 commit
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Henri Verbeet authored
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- 28 Jul, 2011 1 commit
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Henri Verbeet authored
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- 15 Jul, 2011 2 commits
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Henri Verbeet authored
They're not going to change until the next time the stream info is updated. This would of course mainly be useful if we managed to do more than one or two draws with the same stream info.
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Henri Verbeet authored
WINED3D_BUFFER_DISCARD means the (current) buffer contents are undefined for subsequent operations. I.e., the map doesn't have to wait for any pending operations to finish, and can just return a new buffer with undefined contents. GL_MAP_UNSYNCHRONIZED_BIT means the driver doesn't wait for previous operations to finish, and just maps a buffer that's potentially in use. Proper synchronization is left to the application. Note that we set both GL_MAP_INVALIDATE_BUFFER_BIT and GL_MAP_UNSYNCHRONIZED_BIT. GL_MAP_INVALIDATE_BUFFER_BIT corresponds to WINED3D_BUFFER_DISCARD, and might cause the driver to return a new buffer, but it's not required to make that optimization.
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- 11 Jul, 2011 2 commits
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Henri Verbeet authored
Instead of using separate fields for the buffer object and offset.
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Henri Verbeet authored
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- 04 Jul, 2011 1 commit
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Henri Verbeet authored
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- 23 Jun, 2011 1 commit
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Henri Verbeet authored
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- 22 Jun, 2011 1 commit
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Henri Verbeet authored
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- 17 Jun, 2011 4 commits
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Stefan Dösinger authored
Nvidia's 270.xx.yy driver series fix the glMapBuffer alignment issues that caused major performance problems. If the user is using an older driver we now drop the VBO instead of using doublebuffered loading, which means that we fall back to the current behavior(no dynamic VBO) as needed. Dynamic VBOs are needed on Nvidia drivers for GL_ARB_instanced_arrays.
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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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- 06 Jun, 2011 1 commit
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Henri Verbeet authored
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- 17 May, 2011 1 commit
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Henri Verbeet authored
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- 11 May, 2011 1 commit
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Henri Verbeet authored
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- 22 Apr, 2011 1 commit
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Henri Verbeet authored
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- 13 Apr, 2011 1 commit
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Stefan Dösinger authored
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- 12 Apr, 2011 2 commits
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Stefan Dösinger authored
All mayor drivers support GL_ARB_half_float_vertex now and the half float conversion doesn't work well in practise. The only game that was ever playable with it was Eve online.
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Stefan Dösinger authored
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- 11 Mar, 2011 1 commit
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Henri Verbeet authored
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- 10 Mar, 2011 1 commit
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Henri Verbeet authored
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- 09 Mar, 2011 1 commit
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Henri Verbeet authored
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