- 16 Jul, 2009 4 commits
-
-
Aurimas Fišeras authored
-
André Hentschel authored
-
André Hentschel authored
-
Aric Stewart authored
-
- 15 Jul, 2009 36 commits
-
-
Dmitry Timoshkov authored
comctl32: Do not redraw treeview in TVM_INSERTITEM handler if bRedraw is not set, trigger the redraw on WM_SETREDRAW/TRUE.
-
Ricardo Filipe authored
-
Vincent Povirk authored
-
Alexandre Julliard authored
Simply changing Z-order as we encounter windows is not sufficient to ensure correct ordering, we have to rebuild the list from scratch.
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Juan Lang authored
-
Vladimir Pankratov authored
-
Piotr Caban authored
-
Piotr Caban authored
-
Piotr Caban authored
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Henri Verbeet authored
-
Rico Schüller authored
The name d3d10_effect_variable is somewhat misleading, since these aren't actually effect variables as returned by e.g. ID3D10Effect::GetVariableByName(), but effect objects as referenced by effect passes.
-
Henri Verbeet authored
-
Henri Verbeet authored
This was originally added as a workaround for a Mesa bug by commit ddf52dda. The other half of the hack has since been removed. This code causes problems when wglDeleteContext() from a different thread causes our current context to be destroyed, since wglGetCurrentContext() will return a destroyed context in that case. That is a flaw in our wgl implementation, since wglDeleteContext() shouldn't allow a context that's current in a different thread to be destroyed, but this hack is a bad idea regardless.
-
Paul Vriens authored
-
Austin English authored
Translations by Vincent Beers.
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Michael Stefaniuc authored
-
Andrew Talbot authored
-
Stefan Dösinger authored
On ATI cards we use the driver's GL_ARB_texture_non_power_of_two emulation to support conditional NP2 textures without having to deal with the denormalized coordinates. The default GL_TEXTURE_2D address mode is incompatible with GL_ARB_texture_rectangle however.
-