1. 20 Jan, 2009 2 commits
    • Stefan Dösinger's avatar
      wined3d: Get rid of last_was_foggy_shader & friends. · 50109aa9
      Stefan Dösinger authored
      The fog settings do not depend on wether the shader writes to oFog or not,
      instead they depend on the FOGVERTEXMODE and FOGTABLEMODE settings, and if a
      vertex shader is bound at all.
      
      It works the same way as with the fixed function, and having a vertex shader
      is the same as using pretransformed vertices, just that the fog coord comes
      from the shader instead of the specular color:
      
      FOGTABLEMODE != NONE: The Z coord is used, oFog is ignored
      FOGTABLEMODE == NONE, with VS: oFog is used
      FOGTABLEMODE == NONE, no VS, XYZ: Z is used
      FOGTABLEMODE == NONE, no VS, XYZRHW: diffuse color is used
      50109aa9
    • Stefan Dösinger's avatar
      3c3272dc
  2. 16 Jan, 2009 1 commit
    • Henri Verbeet's avatar
      wined3d: Add an IWineD3DDeviceParent interface. · a966293f
      Henri Verbeet authored
      Other than being a bit nicer than passing function pointers all over the
      place, this helps dxgi/d3d10. While the swapchain itself is created in dxgi,
      its surfaces are constructed in d3d10core, which makes it impractical for dxgi
      to pass the appropriate function pointers.
      a966293f
  3. 14 Jan, 2009 2 commits
  4. 13 Jan, 2009 1 commit
  5. 12 Jan, 2009 4 commits
  6. 10 Jan, 2009 1 commit
  7. 08 Jan, 2009 3 commits
  8. 07 Jan, 2009 1 commit
  9. 06 Jan, 2009 2 commits
  10. 05 Jan, 2009 3 commits
  11. 03 Jan, 2009 1 commit
  12. 02 Jan, 2009 3 commits
  13. 31 Dec, 2008 5 commits
  14. 30 Dec, 2008 1 commit
  15. 23 Dec, 2008 1 commit
  16. 20 Dec, 2008 1 commit
  17. 19 Dec, 2008 2 commits
  18. 18 Dec, 2008 1 commit
  19. 17 Dec, 2008 2 commits
  20. 16 Dec, 2008 3 commits