- 11 Sep, 2008 26 commits
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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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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Dmitry Timoshkov authored
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Roy Shea authored
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Rob Shearman authored
dispinterfaces now have a type of RPC_FC_IP instead of 0, so this code will never be reached.
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Juan Lang authored
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Juan Lang authored
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Juan Lang authored
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Paul Vriens authored
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Paul Vriens authored
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Stefan Dösinger authored
I suspected that in this situation d3d writes to the z buffer, but the test shows that I was mistaken
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Stefan Dösinger authored
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Stefan Dösinger authored
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Kai Blin authored
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Paul Vriens authored
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Paul Vriens authored
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Dmitry Timoshkov authored
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Hirofumi Katayama authored
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- 10 Sep, 2008 14 commits
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Rob Shearman authored
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Rob Shearman authored
Add a test for this behaviour.
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Kai Blin authored
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Kai Blin authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
The render target should be left alone if the render target argument is NULL. WineD3D calls should be done inside the critical section.
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
Turns out the original fix was correct for fixed function, but for the wrong reason. The shader path was already correct. This fixes a regresssion introduced by 932e95c1.
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Kai Blin authored
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