Sweden-Number/dlls/wined3d
Józef Kucia 4a8e0ec3d6 wined3d: Implement normals transformation for vertex blending. 2015-07-03 16:51:37 +09:00
..
Makefile.in
arb_program_shader.c wined3d: Keep track of renderbuffer capabilities. 2015-06-08 18:51:30 +09:00
ati_fragment_shader.c
buffer.c wined3d: Set the gl resource type in resource_init. 2015-06-08 18:51:24 +09:00
context.c wined3d: Handle per-vertex point size in the GLSL FFP replacement. 2015-06-17 20:01:19 +09:00
cs.c wined3d: Implement vertex blending in glsl_vertex_pipe. 2015-07-03 16:51:34 +09:00
device.c wined3d: Handle point sprites with PS 3.0. 2015-06-05 16:52:29 +09:00
directx.c wined3d: Implement vertex blending in glsl_vertex_pipe. 2015-07-03 16:51:34 +09:00
drawprim.c wined3d: Avoid the builtin GLSL vertex attributes. 2015-06-12 21:23:12 +09:00
gl_compat.c
glsl_shader.c wined3d: Implement normals transformation for vertex blending. 2015-07-03 16:51:37 +09:00
nvidia_texture_shader.c
palette.c
query.c wined3d: Fix the TIMESTAMP_DISJOINT query. 2015-05-05 18:51:10 +09:00
resource.c wined3d: Require FBO attachability for render targets and depth stencils. 2015-06-09 22:09:57 +09:00
sampler.c
shader.c wined3d: Replace an open-coded implementation of LIST_FOR_EACH_ENTRY_SAFE. 2015-07-03 16:51:21 +09:00
shader_sm1.c
shader_sm4.c
state.c wined3d: Implement vertex blending in glsl_vertex_pipe. 2015-07-03 16:51:34 +09:00
stateblock.c wined3d: Handle point sprites with PS 3.0. 2015-06-05 16:52:29 +09:00
surface.c wined3d: Use surface_get_rect() in wined3d_surface_update_overlay(). 2015-06-15 22:10:35 +09:00
swapchain.c
texture.c wined3d: Set the gl resource type in resource_init. 2015-06-08 18:51:24 +09:00
utils.c wined3d: Implement vertex blending in glsl_vertex_pipe. 2015-07-03 16:51:34 +09:00
version.rc
vertexdeclaration.c
view.c
volume.c wined3d: Set the gl resource type in resource_init. 2015-06-08 18:51:24 +09:00
wined3d.spec
wined3d_gl.h wined3d: Make use of the EXT_BLEND_SUBTRACT flag. 2015-06-17 20:01:20 +09:00
wined3d_main.c
wined3d_private.h wined3d: Implement vertex blending in glsl_vertex_pipe. 2015-07-03 16:51:34 +09:00