Stefan Dösinger
ff16f30677
d3d8: Store the fvf in the d3d8 vertex buffer.
2009-04-09 16:27:43 +02:00
Stefan Dösinger
dc80a3ede5
d3d: Unify WINED3DVERTEXBUFFER_DESC and WINED3DINDEXBUFFER_DESC.
2009-04-08 11:36:02 +02:00
Stefan Dösinger
bc07ad0579
d3d8, d3d9: Don't rely on the wined3d buffer type.
2009-04-08 11:35:29 +02:00
Henri Verbeet
72b5378758
d3d8: Get rid of resource.c.
2009-03-23 14:08:03 +01:00
Henri Verbeet
aa3027a604
wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
...
That still leaves IWineD3DIndexBuffer, but that code is also mostly similar,
except for the conversion code (which will be unused there).
2009-03-06 15:35:58 +01:00
Henri Verbeet
d575b5fecb
d3d8: Explicitly convert between D3DFORMAT and WINED3DFORMAT values.
2009-02-20 11:09:54 +01:00
Stefan Dösinger
68d4fbeab3
d3d8: Hold the lock in IDirect3DVertexBuffer methods.
2007-06-13 11:07:59 +02:00
H. Verbeet
c6e0ca28d5
d3d8: Win64 printf format warning fixes.
2006-10-10 19:58:56 +02:00
Alexandre Julliard
c3bd09e563
d3d8: Make the virtual table functions static where possible.
2006-06-10 11:48:24 +02:00
H. Verbeet
d06aa8d857
d3d8: Fix QueryInterface.
...
QueryInterface should return S_OK on success and set the object
pointer to NULL on failure. This is similar to the patch Ivan
submitted a while ago for wined3d.
2006-06-07 15:28:06 +02:00
Jonathan Ernst
360a3f9142
Update the address of the Free Software Foundation.
2006-05-23 14:11:13 +02:00
Vitaliy Margolen
fc13420770
d3dx: VertexBuffer should keep reference to the parent device object.
2006-04-03 14:14:24 +02:00
Stefan Dösinger
9f46792ba2
wined3d: Add WINED3DVERTEXBUFFER_DESC to wined3d_types.h.
2006-03-13 13:32:01 +01:00
Roderick Colenbrander
d13469c1d8
d3d8: Moved the remaining code over to WineD3D (based on patches by
...
Oliver Stieber).
2006-02-27 12:20:03 +01:00
Oliver Stieber
9c676e6c19
Changed index and vertex buffer so that internal references are
...
counted separately to external ones.
2005-10-27 10:23:41 +00:00
Dmitry Timoshkov
4625628e67
Make some of the OLE interface vtables const.
2005-05-27 20:17:35 +00:00
Paul Vriens
7a49e82dac
- use Interlocked* functions in AddRef and Release.
...
- store the result of the Interlocked functions and use only this.
2005-01-24 11:31:45 +00:00
Michael Stefaniuc
5ad7d858e0
Do not check for non NULL pointer before HeapFree'ing it. It's
...
redundant.
2004-12-23 17:06:43 +00:00
Alexandre Julliard
f5f7a1822c
Removed some more uses of the non-standard ICOM_THIS macro.
2004-09-08 01:50:37 +00:00
Alexandre Julliard
f714b39762
Get rid of the no longer used ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
...
macro.
2004-08-23 19:39:48 +00:00
Alexandre Julliard
48c4bb3c31
Get rid of the non-standard ICOM_VTABLE macro.
2004-08-12 23:00:51 +00:00
Alexandre Julliard
e37c6e18d0
Fixed header dependencies to be fully compatible with the Windows
...
headers (with help from Dimitrie O. Paun).
2003-09-05 23:08:26 +00:00
Raphael Junqueira
89ec35fe43
- minor COM fixes (fixes some crashes on stupid games)
...
- minor indentation changes
- fix SELECTARG2 behavior (with help from Lionel Ulmer)
- surface locking/unlocking (only rendering and textures surfaces
supported now)
- beginning of Target/Front surface support
- try to get D3DTOP_SELECTARG_* working
- implemented D3DTOP_SUBTRACT: currently only if OpenGL1.3 is used, we
have to use GL_SUBTRACT_ARB for other versions
2003-05-11 03:35:27 +00:00
Alexandre Julliard
31e78f479e
Header files must not include config.h.
2003-04-12 00:06:42 +00:00
Raphael Junqueira
e31ae92630
- some D3D8 fixes
...
- beginning of shaders support (Vertex and Pixel Shaders 1.1 on
DirectX8)
- beginning of D3DX8 support the D3D8 utility API (very basic, only
the core header)
2002-12-17 01:15:15 +00:00
Jason Edmeades
26258ce06a
Initial D3D8 implementation.
2002-09-27 22:46:16 +00:00