- 19 May, 2003 36 commits
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Mike McCormack authored
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Francois Gouget authored
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Huw Davies authored
resulting unicode string may be greater than 0xffff bytes.
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Aric Stewart authored
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Dmitry Timoshkov authored
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Ulrich Czekalla authored
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Aric Stewart authored
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Lionel Ulmer authored
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Huw Davies authored
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Ferenc Wagner authored
attribute.
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Yorick Hardy authored
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Robert Shearman authored
corruption. Add traces.
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Robert Shearman authored
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Pierre d'Herbemont authored
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Rein Klazes authored
breaks too much.
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Jukka Heinonen authored
Fix spelling mistakes. Add some drive handling helper routines.
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Robert Shearman authored
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Lionel Ulmer authored
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Lionel Ulmer authored
Alpha hacks).
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Alexandre Julliard authored
as drawable (found by Dmitry Timoshkov).
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Alexandre Julliard authored
window managers don't get it right. Fix Z order synchronization for child windows (found by Dmitry Timoshkov and Ulrich Czekalla).
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Dmitry Timoshkov authored
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Huw Davies authored
graphics output event. Doing it this way means we don't ever need to call initclip which is a Good Thing.
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Mike McCormack authored
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Huw Davies authored
Moved GetRandomRgn and the MetaRgn functions to objects/clipping.c.
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Alexandre Julliard authored
SendMessage.
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Mike McCormack authored
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Aric Stewart authored
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Mike McCormack authored
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Aric Stewart authored
Make GenInstall16 only copy files if the version is new or same.
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Mike McCormack authored
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Mike McCormack authored
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Dmitry Timoshkov authored
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Huw Davies authored
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- 17 May, 2003 4 commits
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Lionel Ulmer authored
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Raphael Junqueira authored
- fix a crash in pixel shader parser (happened with unreal2) - currently desactive pixel shaders caps (with #define) while hw shaders code isn't merged - when we have a special debug channel for shader, use it ;) - fix again some stubs return value - more more readable traces now (principaly IDirect3D8 capacities check and surface locking code) using new debug functions - fix/cleaning the surface locking code - now we support D3DTOP_SUBSTRACT so declare it in caps - now support true 32bit (well X 24 bit can be used as 32 bit in caps code) - first try to get D3DTSS_TCI_CAMERASPACENORMAL and D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR look good - native support 32 bit support (now application can choose 16 or 32 bit support) if current resolution is 24 bit (as we can only launch games in windowed mode) - textures palettes support - fix reflexion placement code (the sdk sample begin to work) - fix a stupid crash when using traces in vshaderdeclaration - more more readable traces (init/caps) - more cubetextures fixes
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Lionel Ulmer authored
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Stefan Leichter authored
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