- 27 Feb, 2006 1 commit
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Roderick Colenbrander authored
Oliver Stieber).
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- 20 Feb, 2006 1 commit
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Roderick Colenbrander authored
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- 27 May, 2005 1 commit
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Dmitry Timoshkov authored
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- 24 Jan, 2005 1 commit
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Paul Vriens authored
- store the result of the Interlocked functions and use only this.
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- 08 Sep, 2004 1 commit
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Alexandre Julliard authored
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- 23 Aug, 2004 1 commit
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Alexandre Julliard authored
macro.
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- 12 Aug, 2004 1 commit
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Alexandre Julliard authored
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- 05 Sep, 2003 1 commit
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Alexandre Julliard authored
headers (with help from Dimitrie O. Paun).
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- 02 Jul, 2003 1 commit
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Jason Edmeades authored
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- 04 Jun, 2003 2 commits
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Raphael Junqueira authored
surface.c/*texture.c (with add of lockable, locked and Dirty flags) - add of dirtyRect/dirtyBox for better dirtification management (not used yet, but huge optimisation can be possible now) - fix some debug traces (well it's better to use debug_d3dpool) - fix some stupid regression on point parameters (forgot to check extension on fillcaps)
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Raphael Junqueira authored
using glx pbuffers (with a useful debug code to display rendered surface into window drawable) - better cubetextures - split utilities functions into utils.c and added more - more readable debug again - a better caps code (not perfect but i'll use glx code later) - use of the new caps code - begin of UpdateTexture - begin of Cursor support - cleaning most of deprecated #if 0/#endif - correct some lockable/unlockable behavior - correct some returns code
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- 17 May, 2003 1 commit
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Raphael Junqueira authored
- fix a crash in pixel shader parser (happened with unreal2) - currently desactive pixel shaders caps (with #define) while hw shaders code isn't merged - when we have a special debug channel for shader, use it ;) - fix again some stubs return value - more more readable traces now (principaly IDirect3D8 capacities check and surface locking code) using new debug functions - fix/cleaning the surface locking code - now we support D3DTOP_SUBSTRACT so declare it in caps - now support true 32bit (well X 24 bit can be used as 32 bit in caps code) - first try to get D3DTSS_TCI_CAMERASPACENORMAL and D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR look good - native support 32 bit support (now application can choose 16 or 32 bit support) if current resolution is 24 bit (as we can only launch games in windowed mode) - textures palettes support - fix reflexion placement code (the sdk sample begin to work) - fix a stupid crash when using traces in vshaderdeclaration - more more readable traces (init/caps) - more cubetextures fixes
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- 08 May, 2003 1 commit
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Raphael Junqueira authored
while debugging games). - Fix the texture size caps using GL_MAX_TEXTURE_SIZE.
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- 12 Apr, 2003 1 commit
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Alexandre Julliard authored
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- 14 Jan, 2003 1 commit
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Raphael Junqueira authored
- AddRef/Release where needed - use IUnknown* instead void* - fix many GetDevice using AddRef - fix IDirect3DSurface8Impl_GetContainer using QueryInterface
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- 17 Dec, 2002 1 commit
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Raphael Junqueira authored
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on DirectX8) - beginning of D3DX8 support the D3D8 utility API (very basic, only the core header)
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- 27 Sep, 2002 1 commit
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Jason Edmeades authored
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