- 06 Apr, 2010 40 commits
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Jörg Höhle authored
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Alexandre Julliard authored
ole32: Don't use in-memory structure layouts to build the wire data, define wire-specific structures instead.
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Marcin Baczyński authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Christian Costa authored
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Christian Costa authored
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Christian Costa authored
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Christian Costa authored
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Qingchuan Wang authored
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Roderick Colenbrander authored
The code in question should be executed in all cases. This also fixes palette refresh issues when shaders / paletted textures aren't around.
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Roderick Colenbrander authored
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Roderick Colenbrander authored
The current code doesn't work for this at all and causes major rendering issues in e.g. C&C. I don't think we should fix this code either since it isn't worth the effort and requires evil things like paletteOverride.
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Alexandre Julliard authored
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Joel Holdsworth authored
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Joel Holdsworth authored
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Joel Holdsworth authored
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Joel Holdsworth authored
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Alexandre Julliard authored
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Nikolay Sivov authored
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Vincent Povirk authored
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Henri Verbeet authored
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Henri Verbeet authored
This bug was originally introduced by d4b63bbd, and then propagated by 1f029a30.
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Henri Verbeet authored
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Henri Verbeet authored
d3d8/tests: Clear with colors that are more obviously different from the expected value in test_rcp_rsq().
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Henri Verbeet authored
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Jacek Caban authored
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Stefan Leichter authored
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Alex Villacís Lasso authored
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Alex Villacís Lasso authored
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Alex Villacís Lasso authored
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Alex Villacís Lasso authored
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Alex Villacís Lasso authored
oledb32: Add tests for DBTYPE_I1/DBTYPE_UI1/DBTYPE_UI2/DBTYPE_UI4/DBTYPE_I8/DBTYPE_UI8 to DBTYPE_WSTR/DBTYPE_STR conversion.
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Alex Villacís Lasso authored
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Alex Villacís Lasso authored
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Alex Villacís Lasso authored
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Alex Villacís Lasso authored
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