- 22 Aug, 2008 19 commits
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Hongbo Ni authored
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Hongbo Ni authored
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Hongbo Ni authored
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Hongbo Ni authored
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Hongbo Ni authored
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Hongbo Ni authored
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Muneyuki Noguchi authored
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Muneyuki Noguchi authored
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Muneyuki Noguchi authored
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Nikolay Sivov authored
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Stefan Leichter authored
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Alexander Nicolaysen Sørnes authored
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Huw Davies authored
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Huw Davies authored
crypt32: Don't decrease the size of the buffer, since we're already counting the characters that we're adding to it.
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Roderick Colenbrander authored
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H. Verbeet authored
It doesn't add much.
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H. Verbeet authored
Although sharing FBOs across contexts is allowed by EXT_framebuffer_object (issue 76), it causes issues with nVidia drivers. Considering the GL 3 spec explicitly disallows sharing of FBOs accross contexts (Appendix D), this patch is probably the right thing to do.
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H. Verbeet authored
This is just for clarity, so that render targets and the depth stencil are handled in the same place.
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Damjan Jovanovic authored
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- 21 Aug, 2008 21 commits
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Alexandre Julliard authored
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Alexandre Julliard authored
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Vladimir Pankratov authored
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Vladimir Pankratov authored
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Vladimir Pankratov authored
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Vladimir Pankratov authored
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Vladimir Pankratov authored
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Lei Zhang authored
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Roy Shea authored
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Roy Shea authored
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Alexander Dorofeyev authored
It has to update the whole surface, so NULL must be passed to x11_copy_to_screen. Fixes a regression in Red Alert.
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Alexander Dorofeyev authored
It indicates support of colorkey transparency on textures, so set it because wined3d supports it. Fixes transparency problems in Forsaken.
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Alexander Dorofeyev authored
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Alexander Dorofeyev authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
There's no need to do that with the nvts and opengl ffp fixed function fragment pipeline, it's perfectly well defined in GL which one takes effect. This removes a few more troubles when switching between shaders and arbfp.
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Stefan Dösinger authored
ARB and GLSL don't need that. If a shader backend like atifs or nvts need it in the future, the shader backend should deal with that rather than the ffp pipeline.
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Stefan Dösinger authored
Half Life 2 uses D3DFMT_X8R8G8B8 for the back buffer, but macos supports aux buffers only on D3DFMT_A8R8G8B8. I think having aux buffers is more important right now than having a precise alpha match.
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