- 20 Aug, 2008 40 commits
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David Adam authored
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Vitaliy Margolen authored
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Vijay Kiran Kamuju authored
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Aric Stewart authored
It is mapped with the keyboard mapping to the resulting character so the key 'A' is DIK_A nomatter what its scancode or vkey would be. This is relevant to Japanese keymapping where the '@' key is in the '[' location the scancode for both is 0x22 but dinput generates DIK_AT in japanese and DIK_LBRACKET in us_qwerty.
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Alistair Leslie-Hughes authored
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Andre Wisplinghoff authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Ismael Barros authored
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Gerald Pfeifer authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Austin English authored
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Vincent Povirk authored
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Roy Shea authored
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Roy Shea 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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Stefan Dösinger authored
There are also overlay backbuffers, which aren't render targets. The primarysurface and d3ddevice cap flags should be enough here.
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Stefan Dösinger authored
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Stefan Dösinger authored
If a format is not supported natively by opengl, a shader may be able to convert it. Up to now, CheckDeviceFormat had magic knowldge which GL extensions lead to which supported format. This patch adds functions that allow CheckDeviceFormat to ask the actual implementation for its capabilities.
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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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Owen Rudge authored
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Alexander Nicolaysen Sørnes authored
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