- 21 Jul, 2006 6 commits
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Jason Green authored
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Stefan Dösinger authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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- 20 Jul, 2006 1 commit
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H. Verbeet authored
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- 19 Jul, 2006 1 commit
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Jason Green authored
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- 18 Jul, 2006 1 commit
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Stefan Dösinger authored
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- 14 Jul, 2006 1 commit
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Ivan Gyurdiev authored
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- 12 Jul, 2006 1 commit
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H. Verbeet authored
By default the FinalCombiner is setup to add the specular color to the final result of the combiner operations. However, it should only do this when the WINED3DRS_SPECULARENABLE renderstate is enabled.
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- 11 Jul, 2006 1 commit
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Ivan Gyurdiev authored
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- 07 Jul, 2006 1 commit
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Ivan Gyurdiev authored
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- 06 Jul, 2006 4 commits
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
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Ivan Gyurdiev authored
Do not attach non-GLSL shaders to the GLSL program, that will cause a crash. Mix with ARB shaders is never going to happen, because the selection code will always choose GLSL for both or ARB for both.
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Ivan Gyurdiev authored
- currently half the shader selection code (GLSL vs ARB) is in fillGLcaps. The parts that check for software shaders are in GetDeviceCaps. That placement, will work, but is definitely not optimal. FillGLcaps should detect support - it should not make decision as to what's used, because that's not what the purpose of the function is. GetDeviceCaps should report support as it has already been selected. Instead, select shader mode in its own function, called in the appropriate places. - unifying pixel and vertex shaders into a single selection is a mistake. A software vertex shader can be coupled with a hardware arb or glsl pixel shader, or no shader at all. Split them back into two and add a SHADER_NONE variant. - drawprim is doing support checks for ARB_PROGRAM, and making shader decisions based on that - that's wrong, support has already been checked, and decided upon, and shaders can be implemented via software, ARB_PROGRAm or GLSL, so that support check isn't valid. - Store the shader selected mode into the shader itself. Different types of shaders can be combined, so this is an improvement. In fact, storing the mode into the settings globally is a mistake as well - it should be done per device, since different cards have different capabilities.
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- 03 Jul, 2006 1 commit
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Ivan Gyurdiev authored
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- 28 Jun, 2006 2 commits
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H. Verbeet authored
Make wined3d use register combiners for texture stage operations. In order to do that the texture unit index needs to be separated from the texture stage index. For cards that don't support the NV_register_combiners extension nothing should change.
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H. Verbeet authored
GL_LIMITS(textures) is currently used for both the number of texture stages and the maximum number of simultaneous textures. In the current code that's the same, but in a later patch that will be separated, since a texture stage doesn't have to reference an actual texture. Also, shaders can access a larger number of samplers than the number of texture units the fixed function pipeline can access.
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- 27 Jun, 2006 2 commits
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H. Verbeet authored
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H. Verbeet authored
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- 26 Jun, 2006 4 commits
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Francois Gouget authored
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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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- 21 Jun, 2006 1 commit
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Stefan Dösinger authored
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- 16 Jun, 2006 4 commits
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Paul Vriens authored
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Francois Gouget authored
Remove spaces before '\n'.
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Francois Gouget authored
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H. Verbeet authored
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- 15 Jun, 2006 2 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
handle non-vertex, non-table fog.
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- 13 Jun, 2006 2 commits
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Jan Zerebecki authored
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Jan Zerebecki authored
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- 10 Jun, 2006 2 commits
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Alexandre Julliard authored
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Ivan Gyurdiev authored
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- 09 Jun, 2006 1 commit
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Jason Green authored
- Add functions to attach & detach shader objects, create and delete programs, and maintain the list of programs. - Add a list of GLSL shader programs to the device which is initialized on Init3D(), and deleted on Release().
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- 07 Jun, 2006 2 commits
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Ivan Gyurdiev authored
Write a light with the default parameters in disabled state if capturing a missing light.
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H. Verbeet authored
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