- 22 Jun, 2015 2 commits
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Nikolay Sivov authored
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Nikolay Sivov authored
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- 19 Jun, 2015 20 commits
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Matteo Bruni authored
It's unnecessary since the vertex shader is going to change and shader_glsl_select() flags all the constants used by the shader anyway.
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Matteo Bruni authored
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Hugh McMaster authored
net: WriteFile should output the number of bytes in the char array, not the length of the WCHAR array.
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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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Huw Davies authored
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Alistair Leslie-Hughes authored
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Matteo Bruni authored
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Matteo Bruni authored
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Matteo Bruni authored
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Nikolay Sivov authored
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Piotr Caban authored
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Sebastian Lackner 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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Bruno Jesus authored
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Bruno Jesus authored
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Jacek Caban authored
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- 18 Jun, 2015 10 commits
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Jacek Caban authored
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Jacek Caban authored
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Jacek Caban authored
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Huw Davies 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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Bernhard Übelacker authored
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Alex Henrie authored
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- 17 Jun, 2015 8 commits
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Hans Leidekker authored
winhttp: Fix handling of the headers length parameter in WinHttpAddRequestHeaders and WinHttpSendRequest.
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Hans Leidekker authored
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Hans Leidekker authored
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Jacek Caban authored
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Matteo Bruni authored
MSDN mentions a fallback to D3DBLENDOP_ADD if the selected blendop is not supported. In theory it would be nice to write a test for that but I don't think this is particularly important and moreover hardware without that cap seems hard to come by (i.e. I have none)...
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Matteo Bruni authored
The hint is not supported on core profiles. It's not guaranteed to do anything on compatibility profile either: "The interpretation of hints is implementation dependent. An implementation may ignore them entirely." This state was only available on D3D 7 and below (and not guaranteed to do anything there either, according to older DX SDK docs). If necessary we could implement it via the GLSL 1.50 "noperspective" interpolation qualifier, which is what we need to use for the equivalent D3D10 feature anyway.
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Matteo Bruni authored
Makes it easier to support the different names and syntax in GLSL 1.50 in the (hopefully) near future.
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Matteo Bruni authored
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