- 16 May, 2007 1 commit
-
-
Andrew Riedi authored
-
- 11 May, 2007 1 commit
-
-
H. Verbeet authored
-
- 10 May, 2007 3 commits
-
-
H. Verbeet authored
-
Stefan Dösinger authored
-
Stefan Dösinger authored
-
- 08 May, 2007 1 commit
-
-
Stefan Dösinger authored
-
- 04 May, 2007 2 commits
-
-
H. Verbeet authored
-
H. Verbeet authored
wined3d: Flip the coordinate system rather than the coordinates itself for onscreen surfaces in stretch_rect_fbo.
-
- 03 May, 2007 1 commit
-
-
Stefan Dösinger authored
-
- 26 Apr, 2007 1 commit
-
-
Stefan Dösinger authored
-
- 24 Apr, 2007 1 commit
-
-
H. Verbeet authored
-
- 23 Apr, 2007 1 commit
-
-
Fabian Bieler authored
-
- 17 Apr, 2007 2 commits
-
-
H. Verbeet authored
wined3d: Add a function to determine if a surface is the front or the backbuffer for a swapchain, and return the corresponding GLenum.
-
H. Verbeet authored
-
- 16 Apr, 2007 1 commit
-
-
Stefan Dösinger authored
-
- 13 Apr, 2007 1 commit
-
-
H. Verbeet authored
-
- 09 Apr, 2007 4 commits
-
-
H. Verbeet authored
-
H. Verbeet authored
-
H. Verbeet authored
-
H. Verbeet authored
-
- 07 Apr, 2007 1 commit
-
-
Stefan Dösinger authored
This is to allow StretchRect to pass the texture filter to WineD3D. DirectDraw sets the texture filter to WINED3DTEXF_NONE, simmilar to all other functions which do not need filtering.
-
- 02 Apr, 2007 1 commit
-
-
Stefan Dösinger authored
-
- 27 Mar, 2007 1 commit
-
-
Stefan Dösinger authored
-
- 19 Mar, 2007 2 commits
-
-
Stefan Dösinger authored
This is a preparation for using multiple contexts on one drawable to handle multithreading.
-
Stefan Dösinger authored
-
- 17 Mar, 2007 1 commit
-
-
Andrew Talbot authored
-
- 14 Mar, 2007 1 commit
-
-
Erich Hoover authored
-
- 13 Mar, 2007 2 commits
-
-
H. Verbeet authored
-
H. Verbeet authored
-
- 12 Mar, 2007 1 commit
-
-
Stefan Dösinger authored
When using pbuffer or back buffer offscreen rendering the content of the drawable will have been overwritten. Thus the texture has to be written into the drawable. An exception is the (pretty common) case that the whole render target is cleared before rendering to it.
-
- 07 Mar, 2007 3 commits
-
-
Stefan Dösinger authored
Previously the surfaces stored a flag if the system memory copy was ahead of the gl copy(SFLAG_DIRTY) or the gl copy is ahead(SFLAG_GLDIRTY). The pbuffer copy was 'managed' differently using SFLAG_INPBUFFER and SFLAG_INTEXTURE. This patch replaces them with 3 flags, INSYSMEM, INPBUFFER and INTEXTURE which specify which copy contains the most up to date copy. It is perfectly valid to have more than one of those flags set. One must be set at least (except at init, when no content is in the surface yet). When one copy is modified, the flags for the others are removed.
-
Stefan Dösinger authored
The method is removed because it does not really help with anything. It should not be exported from wined3d, there is no need for the other libs to call it. It does not help abstraction and code simplification in any way because it is very specific and the code calling it has to know what is happening in the surface to use this method.
-
H. Verbeet authored
-
- 01 Mar, 2007 1 commit
-
-
Stefan Dösinger authored
-
- 28 Feb, 2007 5 commits
-
-
Stefan Dösinger authored
-
Stefan Dösinger authored
OpenGL AUX buffers provide a way for offscreen rendering which is very similar to our back buffer "offscreen" rendering emulation. Not all card support aux buffers, but if they are available they are a nice present which is easy to use.
-
H. Verbeet authored
-
H. Verbeet authored
-
H. Verbeet authored
-
- 20 Feb, 2007 1 commit
-
-
Francois Gouget authored
-