1. 27 Feb, 2006 1 commit
  2. 20 Feb, 2006 1 commit
  3. 27 May, 2005 1 commit
  4. 24 Jan, 2005 1 commit
  5. 08 Sep, 2004 1 commit
  6. 23 Aug, 2004 1 commit
  7. 12 Aug, 2004 1 commit
  8. 05 Sep, 2003 1 commit
  9. 02 Jul, 2003 1 commit
  10. 04 Jun, 2003 2 commits
    • Raphael Junqueira's avatar
      - cleaning of volume.c/volumetexture.c as done previously for · e4882b15
      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)
      e4882b15
    • Raphael Junqueira's avatar
      - implemented render to surfaces (and render to new rendertargets) · 3cae8cfa
      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
      3cae8cfa
  11. 17 May, 2003 1 commit
    • Raphael Junqueira's avatar
      - mor usefull debug functions debug_d3dusage and debug_d3ddevicetype · 9489f8bd
      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
      9489f8bd
  12. 08 May, 2003 1 commit
  13. 12 Apr, 2003 1 commit
  14. 14 Jan, 2003 1 commit
  15. 17 Dec, 2002 1 commit
    • Raphael Junqueira's avatar
      - some D3D8 fixes · e31ae926
      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)
      e31ae926
  16. 27 Sep, 2002 1 commit