- 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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- 03 Feb, 2011 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 01 Sep, 2010 1 commit
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Henri Verbeet authored
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- 31 Aug, 2010 1 commit
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Henri Verbeet authored
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- 10 Dec, 2009 1 commit
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Henri Verbeet authored
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- 09 Dec, 2009 1 commit
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Henri Verbeet authored
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- 29 Oct, 2009 1 commit
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Henri Verbeet authored
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- 28 Sep, 2009 2 commits
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Henri Verbeet authored
The situation the code tests for should never happen because either the stateblock will still have a reference to the vertex declaration, or the stateblock itself will be released.
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Henri Verbeet authored
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- 25 Sep, 2009 1 commit
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Henri Verbeet authored
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- 23 Sep, 2009 1 commit
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Henri Verbeet authored
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- 22 Sep, 2009 1 commit
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Henri Verbeet authored
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- 05 May, 2009 1 commit
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Stefan Dösinger authored
This extension is a subset of GL_NV_half_float that defines support for the stream format(same constant), but doesn't define texture formats or immediate mode entrypoints.
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- 27 Mar, 2009 5 commits
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Henri Verbeet authored
Some fields should be redundant now, eg. gl_vtx_type and glType. I'll leave that for a different patch to fix though.
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Henri Verbeet authored
Wined3d doesn't need it since it already has the element count.
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Henri Verbeet authored
wined3d: Separate the internal representation of vertex declaration elements from the struct used to create it. Internally we want to store some extra data, like ffp_valid. One of the later patches also stores the format desc in the declaration elements, instead of the current WINED3DDECLTYPE.
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Henri Verbeet authored
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Henri Verbeet authored
It's never used.
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- 25 Mar, 2009 1 commit
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Henri Verbeet authored
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- 19 Feb, 2009 1 commit
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Henri Verbeet authored
glWeightPointerARB() obviously accepts floating point data.
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- 08 Jan, 2009 1 commit
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Henri Verbeet authored
This should also be a little bit faster.
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- 22 Sep, 2008 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 24 Jul, 2008 1 commit
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Stefan Dösinger authored
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- 07 Jan, 2008 1 commit
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Alexandre Julliard authored
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- 21 Dec, 2007 1 commit
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Stefan Dösinger authored
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- 20 Dec, 2007 1 commit
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Stefan Dösinger authored
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- 19 Dec, 2007 1 commit
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Stefan Dösinger authored
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- 28 Nov, 2007 1 commit
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Stefan Dösinger authored
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- 21 Nov, 2007 1 commit
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Stefan Dösinger authored
If an attribute has type D3DDECLTYPE_D3DCOLOR, the red and blue channels are swizzled in the shader. Since the attribute is stored in the vertex declaration and not the vertex shader, it can change by setting a new vertex declaration. If this happens, we have to recompile the shader with the swizzling of that specific attribute turned on or off.
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- 21 Aug, 2007 1 commit
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Paul Vriens authored
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- 08 Aug, 2007 3 commits
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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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- 12 Apr, 2007 1 commit
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Stefan Dösinger authored
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- 14 Feb, 2007 3 commits
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H. Verbeet authored
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H. Verbeet authored
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H. Verbeet authored
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