- 07 Dec, 2007 40 commits
-
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alexandre Julliard authored
-
Alistair Leslie-Hughes authored
-
Alex Villacís Lasso authored
-
Alex Villacís Lasso authored
-
Andrew Talbot authored
-
Andrew Talbot authored
-
Andrew Talbot authored
-
James Hawkins authored
-
Alexander Nicolaysen Sørnes authored
Thanks to Bamm Gabriana for the info.
-
Alex Villacís Lasso authored
-
Alex Villacís Lasso authored
-
Rob Shearman authored
rpcrt4: Use an alertable wait in rpcrt4_protseq_np_wait_for_new_connection to fix a small memory leak flagged by Valgrind. This is called only by the RPCRT4_server_thread so we don't have to worry about application user APCs being run at improper times.
-
Rob Shearman authored
-
Rob Shearman authored
-
Rob Shearman authored
-
Rob Shearman authored
-
Rob Shearman authored
-
Jonathan Ernst authored
-
Jonathan Ernst authored
-
Lei Zhang authored
-
Lei Zhang authored
-
Lei Zhang authored
-
Lei Zhang authored
-
Lei Zhang authored
-
Francois Gouget authored
-
Jonathan Ernst authored
-
Rob Shearman authored
Destroy the windows that have been created when they are no longer needed.
-
Rob Shearman authored
-
Rob Shearman authored
oleaut32: Set the number of locks held on the safe arrays in the safe array tests to zero before destroying them, otherwise the operation will fail and leak memory.
-
Rob Shearman authored
-
Rob Shearman authored
oleaut32: Don't call SafeArrayAllocData in LPSAFEARRAY_UserUnmarshal if we called SafeArrayCreateEx instead of SafeArrayAllocDescriptor. Otherwise, we'll leak memory.
-
Rob Shearman authored
-
Aric Stewart authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
The GL_ARB_vertex_program extension does not define a standard value for output texture coordinates. This makes problems when using vertex shaders with fixed function fragment processing because fffp divides the texture coords by its .w component. This means that gl shaders have to write to the .w component of texture coords. Direct3D shaders however do not.
-
Francois Gouget authored
-