- 16 Sep, 2015 13 commits
-
-
Andrew Eikum authored
-
Nikolay Sivov authored
-
Hans Leidekker authored
-
Hans Leidekker authored
-
Hans Leidekker authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
- 15 Sep, 2015 27 commits
-
-
Jacek Caban authored
-
Jacek Caban authored
-
Nikolay Sivov authored
-
Andrey Gusev authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Józef Kucia authored
-
Hans Leidekker authored
-
Hans Leidekker authored
-
Hans Leidekker authored
-
Hans Leidekker authored
-
Aric Stewart authored
-
Aric Stewart authored
-
Aric Stewart authored
-
Aric Stewart authored
-
Vincent Povirk authored
-
Erich E. Hoover authored
-
Erich E. Hoover authored
-
Erich E. Hoover authored
In order to generate a searchable PDF from a PostScript document the glyph names must follow Adobe's convention.
-
Piotr Caban authored
-
Piotr Caban authored
-
Lauri Kenttä authored
-
Lauri Kenttä authored
-
Dmitry Timoshkov authored
-
Ken Thomases authored
winemac: Add a new registry setting, OpenGLSurfaceMode, to control how GL surfaces relate to the window. The default behavior is that GL surfaces are on top of all non-GL content in the window. This maximizes the performance for the common case of games, but clipping by parents, siblings, and child windows isn't respected. Setting OpenGLSurfaceMode to "behind" pushes the GL surface to be behind the Mac window. The window has transparent holes punched through it so that the GL surface shows through. USER32 and the wineserver take care of making sure the holes are only where the GL windows would be unclipped and unoccluded. Because the OS X window server has to composite the GL surface with the window, this limits the framerate. Since the Mac driver has no server-side rendering path, GDI rendering to a window which has a GL surface doesn't work. As a partial workaround, mostly for cases where a GL surface is created but never used, setting OpenGLSurfaceMode to "transparent" allows the GDI rendering to show through the transparent parts of the GL surface. The GDI rendering is drawn to the top-level window's surface as normal. (The behavior of user32 to exclude the portion covered by a GL window from GDI rendering is disabled.) The GL surface is in front of the window but potentially wholly or partially transparent. It is composited with the window behind it. The GL surface is initially cleared to be completely transparent. So, if no GL rendering is done, the window will appear as though the GL surface didn't exist.
-