- 09 Apr, 2008 20 commits
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Stefan Dösinger authored
This makes it easier to make this a per texture / per adapter property. Somewhen we should rename the remaining lookup type in the general lookup table to wraplookup.
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Stefan Dösinger authored
OpenGL always offers filtering on all formats, and if the hardware doesn't support it the driver falls back to software. Direct3D on the other hand silently disables filtering, so that's what we should do too.
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Michael Stefaniuc authored
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Dan Hipschman authored
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Dan Hipschman authored
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Dan Hipschman authored
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Dan Hipschman authored
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Dan Hipschman authored
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Aric Stewart authored
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Andrew Talbot authored
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Erik de Castro Lopo authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
quartz: Try creating the file reader from the filter source first before falling back to the generic async file reader.
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Maarten Lankhorst authored
quartz: Make mpeg splitter keep track of play position and keep last sample if sending was not successful. This fixes data discontinuities that earlier occured after a stop/pause command or the downright rejection of a sample (S_FALSE).
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- 08 Apr, 2008 20 commits
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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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Alexandre Julliard authored
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Huw Davies authored
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Alexander Dorofeyev authored
This should fix the problem that in LoadLocation SFLAG_INTEXTURE path gl calls can be made without activating context, due to isInDraw checks.
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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
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Austin English authored
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Alexandre Julliard authored
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Detlef Riekenberg authored
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Detlef Riekenberg authored
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Maarten Lankhorst authored
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Maarten Lankhorst authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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