- 20 Feb, 2015 7 commits
-
-
Nikolay Sivov authored
-
Austin English authored
-
Austin English authored
-
Andrey Gusev authored
-
Alex Henrie authored
-
Mark Harmstone authored
-
Austin English authored
-
- 19 Feb, 2015 11 commits
-
-
Alex Henrie authored
-
Alex Henrie authored
-
Matteo Bruni authored
-
Matteo Bruni authored
-
Matteo Bruni authored
-
Matteo Bruni authored
-
Matteo Bruni authored
-
Nikolay Sivov authored
-
Nikolay Sivov authored
-
Austin English authored
-
Jacek Caban authored
-
- 18 Feb, 2015 19 commits
-
-
Bruno Jesus authored
-
Nikolay Sivov authored
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Henri Verbeet authored
At this point it doesn't really add anything anymore.
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Stefan Dösinger authored
The idea is to make it clear that wined3d_texture_load is responsible for checking the color key for changes. Once we can do color keying in the shader we also have one place where we can disable the surface conversion.
-
Stefan Dösinger authored
This fixes a regression with color keyed mipmaps that was introduced by ee8a5b7d. surface_load for level n+1 would call texture_force_reload, thus removing level n from the GL texture.
-
Austin English authored
-
Alistair Leslie-Hughes authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Nikolay Sivov authored
-
Mark Harmstone authored
-
Mark Harmstone authored
-
- 17 Feb, 2015 3 commits
-
-
Thomas Faber authored
-
Thomas Faber authored
-
Thomas Faber authored
-