- 23 Feb, 2015 4 commits
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André Hentschel authored
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André Hentschel authored
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Vincent Povirk authored
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Aurimas Fišeras authored
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- 20 Feb, 2015 12 commits
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Alexandre Julliard authored
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Matteo Bruni authored
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Matteo Bruni authored
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Matteo Bruni authored
Alignment should be taken care by the surface pitch and GL_UNPACK_ROW_LENGTH alone just fine, as long as the pitch is a multiple of the pixel size. Client APIs respect that, internally we need to do the same and the changes to surface_load_texture and wined3d_volume_upload_data are there for this reason (e.g. WINED3DFMT_R16G16_SNORM is emulated with GL_RGB16 when NV_texture_shader isn't supported).
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Nikolay Sivov authored
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Nikolay Sivov authored
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Austin English authored
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Austin English authored
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Andrey Gusev authored
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Alex Henrie authored
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Mark Harmstone authored
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Austin English authored
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- 19 Feb, 2015 11 commits
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Alex Henrie authored
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Alex Henrie 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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Matteo Bruni authored
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Matteo Bruni authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Austin English authored
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Jacek Caban authored
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- 18 Feb, 2015 13 commits
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Bruno Jesus authored
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Nikolay Sivov authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
At this point it doesn't really add anything anymore.
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Henri Verbeet authored
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Henri Verbeet authored
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Stefan Dösinger authored
The idea is to make it clear that wined3d_texture_load is responsible for checking the color key for changes. Once we can do color keying in the shader we also have one place where we can disable the surface conversion.
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Stefan Dösinger authored
This fixes a regression with color keyed mipmaps that was introduced by ee8a5b7d. surface_load for level n+1 would call texture_force_reload, thus removing level n from the GL texture.
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Austin English authored
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Alistair Leslie-Hughes authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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