- 30 Apr, 2015 6 commits
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Huw Davies authored
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Henri Verbeet authored
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Henri Verbeet authored
ddraw/tests: Don't destroy the background material until the viewport is done with it in test_material() (Valgrind).
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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- 29 Apr, 2015 26 commits
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Matteo Bruni authored
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Matteo Bruni authored
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Matteo Bruni authored
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Matteo Bruni authored
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Matteo Bruni authored
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Alex Henrie authored
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YongHao Hu authored
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YongHao Hu authored
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Alexandre Julliard authored
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Nikolay Sivov authored
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Nikolay Sivov authored
Most of it was done by Andrew Eikum.
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Nikolay Sivov authored
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Nikolay Sivov authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Sebastian Lackner authored
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Andrew Eikum authored
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Michael Müller authored
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Alexandre Julliard authored
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- 28 Apr, 2015 8 commits
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Huw Davies authored
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Huw Davies authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Matteo Bruni authored
While at it, use D3D-like uniforms for the light parameters and (consequently) implement range and proper D3D spotlights support.
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Matteo Bruni authored
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Matteo Bruni authored
It's only an implementation detail that the direction needs to be passed to the fixed function GL pipeline as GL_POSITION.
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Matteo Bruni authored
It's a direction so we don't want to get translations applied to it. The variable is only used internally.
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