- 29 Jun, 2006 11 commits
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Maarten Lankhorst authored
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Juan Lang authored
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Jason Green authored
This fixes the translations for a few instructions in GLSL and allows Cubemap sampling in pixel shaders < 2.0. It makes some of the lighting on textures in Half Life 2 look better, including some of the water effects. It's not perfect yet, but much closer now.
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Robert Shearman authored
reference on the stub object so that the first proxy can be released. Implement external refcount sharing between a proxy and the marshaled proxy. Extend the marshaling of a proxy test to show that an external reference is always kept on the stub object.
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Robert Shearman authored
automatically creating an appropriate apartment for the object and returning a proxy to it.
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Robert Shearman authored
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Robert Shearman authored
from IDispatch rather than just dual interfaces. This is hinted at, although not explicitly stated on MSDN, but was verified by tests with native oleaut32.
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Stefan Dösinger authored
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Saulius Krasuckas authored
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Paul Vriens authored
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Paul Vriens authored
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- 28 Jun, 2006 11 commits
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Juan Lang authored
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Juan Lang authored
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H. Verbeet authored
Make wined3d use register combiners for texture stage operations. In order to do that the texture unit index needs to be separated from the texture stage index. For cards that don't support the NV_register_combiners extension nothing should change.
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H. Verbeet authored
On nVidia cards the value of GL_MAX_TEXTURE_UNITS is generally not larger than 4. In Direct3D that would correspond to MaxSimultaneousTextures in the caps, rather than MaxTextureBlendStages (which can be much larger) to which it currently corresponds in wined3d. Using register combiners we can get around that limitation and get up to GL_MAX_GENERAL_COMBINERS_NV (typically 8) texture stages. This patch adds code for doing the texture operations with register combiners instead of ARB_texture_env_combine or NV_texture_env_combine4, but doesn't make use of that code yet. That's what the next patch will do.
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H. Verbeet authored
The code for uploading / binding textures for use with pixel shaders is slightly different from the one for uploading / binding textures for use with the fixed function pipeline. It would be possible to keep the code in a single function with a couple of conditionals, but in combination with the changes needed for register combiners that would become quite messy.
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H. Verbeet authored
GL_LIMITS(textures) is currently used for both the number of texture stages and the maximum number of simultaneous textures. In the current code that's the same, but in a later patch that will be separated, since a texture stage doesn't have to reference an actual texture. Also, shaders can access a larger number of samplers than the number of texture units the fixed function pipeline can access.
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H. Verbeet authored
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H. Verbeet authored
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James Hawkins authored
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Mikołaj Zalewski authored
Show a confirmation dialog in SHFileOperationW for the FO_DELETE operation when called without FOF_NOCONFIRMATION or with FOF_WANTNUKEWARNING. That way the user's files won't be deleted without a warning.
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Huw Davies authored
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- 27 Jun, 2006 18 commits
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Alexandre Julliard authored
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Ivan Leo authored
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William Knop authored
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Paul Vriens authored
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Hans Leidekker authored
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Stefan Dösinger authored
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Huw Davies authored
This means we don't need to add checks for NULL libxml node ptrs in our node implementation.
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James Hawkins authored
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James Hawkins authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Alexandre Julliard authored
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Andrey Turkin authored
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Vitaliy Margolen authored
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Hans Leidekker authored
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Eric Pouech authored
when requesting info on a module by address, always print the module ELF/PE pair (if this applies) (and not only the embedded PE), which can be confusing.
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Eric Pouech authored
This allows reimplementing the module list command and do less black magic to guess the ELF debug format.
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