- 19 Feb, 2008 40 commits
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Alexandre Julliard authored
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Aric Stewart authored
gdi32: Japanese Windows had a default fallback Font SystemLink of Microsoft Sans Serif. Implement that for Japanese.
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Stefan Dösinger authored
The fog test used start = 0.9 and end = 0.1. This is perfectly ok in theory, but some Windows drivers do not like it. Since this test tests how fog is calculated with Vertex and Pixel shaders put the fog range in the normal order(start = 0.1, end = 0.9), this fixes a number of fog failures on ATI cards on Windows.
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Stefan Dösinger authored
The drivers for some radeon cards are not prepared for the things the fixed function type test does and fail inconsistently. Thus skip the color comparison if one of the two draws fails, and do not write an extra complaint about the inconsistency
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
The state manager calls GetMemory before it calls PreLoad on the VBO, and PreLoad depends on finding the VBO in the strided vertex structure. This can cause problems on the first draw which creates the vertex buffer, because the first PreLoad creates the vbo and attempts to convert with an incorrect strided structure.
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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
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Tony Wasserka authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Alistair Leslie-Hughes authored
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Jeff Latimer authored
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Rob Shearman authored
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Rob Shearman authored
vertex_desc.Pool should obviously be used in the WINED3DRTYPE_VERTEXBUFFER case instead of index_desc.Pool.
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Rob Shearman authored
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Rob Shearman authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
The base version won't suffice anymore as it is not able to upload palette changes to the drawable in an efficient way for both GDI and GL. Further the LoadLocation code in RealizePalette isn't needed for the GDI version as in all cases it works on system memory.
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