- 03 Jul, 2008 8 commits
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Owen Rudge authored
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Jacek Caban authored
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Juan Lang authored
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Alistair Leslie-Hughes authored
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Paul Vriens authored
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Huw Davies authored
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Kai Blin authored
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Alexandre Julliard authored
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- 02 Jul, 2008 32 commits
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Alexandre Julliard authored
This is needed to allow updating the visible rect before invalidating the DCEs.
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Stefan Dösinger authored
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Stefan Dösinger authored
The ActivateContext in SetRenderTarget was an old regression prevention, but now it is time to remove it.
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Stefan Dösinger authored
There is no need for _BLIT usage. RESOURCELOAD should be faster.
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Stefan Dösinger authored
SetupForBlit sets up the GL viewport and projection matrix for screen-cordinate access to the framebuffer. These settings were not updated if the other gl states were already set up for blitting. Guild Wars reads back an offscreen rendered texture from the framebuffer, which currently sets up CTXUSAGE_BLIT, then changes the render target, and draws to the texture, which has to be reloaded from system memory before it can be rendered to(since GW loaded some data into it). If the two render targets had different size this failed.
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Stefan Dösinger authored
The test used D3DPOOL_MANAGED which is mutually exclusive with RENDERTARGET usage, thus the call failed.
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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Adam Petaccia authored
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Adam Petaccia authored
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Adam Petaccia authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins 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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