- 04 Feb, 2010 40 commits
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Marcus Meissner authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Christian Costa authored
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Juan Lang authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
The ERR/WARN macros already print the function name.
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Michael Stefaniuc authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Eric Pouech authored
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Michael Stefaniuc authored
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Peter Rosin authored
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Peter Rosin authored
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André Hentschel authored
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André Hentschel authored
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Henri Verbeet authored
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Henri Verbeet authored
On the subject of actually supporting software devices, we should probably implement those by creating a software or reference adapter with appropriate gl_info and pipe implementations and creating a device based on that.
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Henri Verbeet authored
Just make sure the texture is allocated, so we have something to attach. Note also that context_apply_attachment_filter_states() runs under the GL lock, so preloading resources is actually unsafe there.
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