- 02 Mar, 2015 1 commit
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Matteo Bruni authored
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- 25 Feb, 2015 1 commit
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Matteo Bruni authored
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- 12 Feb, 2015 1 commit
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Stefan Dösinger authored
This works on cards that don't implement ARB_depth_clamp like r500 cards. Note that texturing is influenced by position.w, not position.z.
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- 23 Jan, 2015 2 commits
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Matteo Bruni authored
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Matteo Bruni authored
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- 22 Jan, 2015 2 commits
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Matteo Bruni authored
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Matteo Bruni authored
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- 20 Jan, 2015 1 commit
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Matteo Bruni authored
The state function depends on GL 2.0+ so it's unnecessary to check for NV_POINT_SPRITE.
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- 19 Jan, 2015 2 commits
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Henri Verbeet authored
wined3d: Use the same flags for wined3d_texture_set_color_key() and the "color_key_flags" field it sets. This fixes a regression introduced by commit a8ab5694.
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Henri Verbeet authored
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- 15 Jan, 2015 4 commits
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Henri Verbeet authored
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Henri Verbeet authored
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Matteo Bruni authored
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Matteo Bruni authored
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- 09 Jan, 2015 1 commit
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Matteo Bruni authored
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- 28 Aug, 2014 1 commit
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Matteo Bruni authored
Fixes a bunch of graphic glitches in WildStar on Nvidia.
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- 22 Aug, 2014 1 commit
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Henri Verbeet authored
I don't think the difference between d3d10 depth/stencil and rendertarget views is large enough to justify a separate type. Unfortunately that does make the name "wined3d_rendertarget_view" slightly awkward.
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- 21 Aug, 2014 1 commit
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Henri Verbeet authored
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- 04 Aug, 2014 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 14 Jul, 2014 1 commit
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Henri Verbeet authored
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- 09 Jan, 2014 1 commit
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Henri Verbeet authored
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- 21 Nov, 2013 1 commit
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Henri Verbeet authored
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- 29 Oct, 2013 1 commit
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Henri Verbeet authored
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- 14 Oct, 2013 1 commit
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Frédéric Delanoy authored
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- 10 Oct, 2013 1 commit
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Henri Verbeet authored
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- 09 Oct, 2013 1 commit
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Henri Verbeet authored
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- 07 Oct, 2013 1 commit
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Henri Verbeet authored
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- 16 Sep, 2013 2 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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- 12 Sep, 2013 1 commit
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Stefan Dösinger authored
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- 09 Sep, 2013 1 commit
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Stefan Dösinger authored
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- 02 Sep, 2013 1 commit
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Henri Verbeet authored
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- 21 Aug, 2013 2 commits
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Henri Verbeet authored
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Henri Verbeet authored
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- 19 Aug, 2013 1 commit
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Henri Verbeet authored
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- 16 Aug, 2013 1 commit
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Henri Verbeet authored
This gives a minor performance improvement. For example, in 3DMark03 Game Test 1 this gives about a 4% improvement, in the Counter Strike: Source stress test it's about 1%. (NVIDIA GF9600M, Intel T9550, 1024x768).
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- 19 Jun, 2013 1 commit
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Stefan Dösinger authored
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- 14 Jun, 2013 2 commits
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Henri Verbeet authored
This also avoids a fallback to drawStridedSlow().
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Henri Verbeet authored
None of the code in there should be needed for the GLSL vertex pipe, and the "untracked materials" counter in particular will trigger an unnecessary fallback to drawStridedSlow().
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