- 26 Aug, 2008 20 commits
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Luis C. Busquets Pérez authored
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Luis C. Busquets Pérez 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
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Stefan Dösinger authored
We have to use the texture limit of the fragment pipeline in use here, not the fixed function GL texture limit.
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Stefan Dösinger authored
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Stefan Dösinger authored
Also adds a simple test for this. In the fixed function and nvrc/nvts code this already works properly.
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Stefan Dösinger authored
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Stefan Dösinger authored
There is room for 8 texture coordinates, not just 4.
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Stefan Dösinger authored
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Damjan Jovanovic authored
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Andrew Talbot authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Paul Vriens authored
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Jacek Caban authored
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- 25 Aug, 2008 20 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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Alexandre Julliard authored
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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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Christian Costa authored
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Damjan Jovanovic authored
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Muneyuki Noguchi authored
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Muneyuki Noguchi authored
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Roy Shea authored
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Stefan Dösinger authored
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Stefan Dösinger authored
Since some of those function pointers are direct GL functions the function prototype needs the WINE_GLAPI calling convention. This makes prevents drawStridedSlow from crashing with USE_WIN32_OPENGL.
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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
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Stefan Dösinger authored
This is done by LoadLocation now.
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Stefan Dösinger authored
If we're heading out of the pixelshader handler early, and a pixel shader is in use, the pixel shader may not be compiled. The vertex shader handler then checks if the pixel shader is dirty, and calls the shader backend to apply the shader if it isn't. Thus, in the case of GLSL, the shader code could attempt to link an uncompiled shader into the program. This isn't much of a problem because when the fog is applied, the pixel shader is compiled and the program re-linked.
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