- 02 Mar, 2015 38 commits
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Austin English authored
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Alex Henrie authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Mark Harmstone authored
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Jacek Caban authored
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Andrew Eikum authored
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Andrew Eikum authored
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Andrew Eikum authored
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Matteo Bruni authored
Reported by Christoph von Wittich.
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Matteo Bruni authored
We need GL_ARB_instanced_arrays to be able to take the fastest path and that's already checked in draw_primitive. Note that GL_ARB_instanced_arrays provides glDrawElementsInstanced if GL_ARB_draw_instanced is not supported so we don't need to explicitly check for the latter.
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Matteo Bruni authored
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Matteo Bruni authored
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Matteo Bruni authored
Wined3d doesn't actually require the GLX extension for multisampling at this point (while it does require FBOs).
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Nikolay Sivov authored
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- 27 Feb, 2015 2 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
Games created by GameMaker modify the FPU control word to enable division by zero exceptions. The game Risk of Rain, which is written with GameMaker, furthermore sets fogstart == fogend, which triggers an exception when the GL driver attempts to calculate 1 / (fogend - fogstart). This test adds some evidence that we are not supposed to temporarily restore the FPU CW if D3DCREATE_FPU_PRESERVE is used.
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