Move the Check* type functions into wined3d and copy from d3d9, and
[wine] / dlls / d3d8 / directx.c
2004-10-05  Jason EdmeadesMove the Check* type functions into wined3d and copy...
2004-09-29  Jason EdmeadesMove into wined3d and call from d3d9 the GetAdapterId...
2004-09-28  Jason Edmeades- Make d3d8 know about the wined3d device and start...
2004-09-21  Jason EdmeadesDon't hide and restore the window when changing it...
2004-09-08  Alexandre JulliardRemoved some more uses of the non-standard ICOM_THIS...
2004-08-23  Alexandre JulliardGet rid of the no longer used ICOM_MSVTABLE_COMPAT_Dumm...
2004-08-12  Alexandre JulliardGet rid of the non-standard ICOM_VTABLE macro.
2004-05-27  Raphael Junqueira- the hardware GL vendors (NVidia and ATI) can support...
2004-05-21  Christian CostaAdded retrieval of ATI info.
2004-05-19  Raphael Junqueira- first draft of D3DCLIPSTATUS8 handling (not really...
2004-05-18  Christian CostaEnabled pixel shaders 1.4.
2004-05-10  Christian CostaImplemented pixel shaders using ARB_fragment_program...
2004-05-02  Alexandre JulliardAuthors: Christian Costa <titan.costa@wanadoo.fr>,...
2004-04-29  Raphael Junqueira- Fix compilation again using olders GL headers
2004-04-26  Raphael Junqueira- implement SetRenderState D3DRS_FOGENABLE/D3DRS_RANGEF...
2004-04-23  Raphael JunqueiraFix some random crashes found on some games in the...
2004-04-22  Raphael Junqueira- more FIXME -> TRACE
2004-04-21  Christian CostaConverted some FIXMEs into TRACEs.
2004-04-19  Raphael Junqueira- fix the SetTextureStageState for D3DTADDRESS_MIRROR...
2004-04-15  Alexandre JulliardAuthors: Jason Edmeades <us@the-edmeades.demon.co.uk...
2004-03-30  Raphael Junqueira- more Extensions work (begin to detect ATI extensions)
2004-01-23  Ge van GeldorpRename LARGE_INTEGER and ULARGE_INTEGER members "s...
2004-01-06  Francois GougetAssorted spelling fixes.
2003-11-17  Jason EdmeadesUse the current window visual only.
2003-10-03  Jason EdmeadesCheck for advertized vertex blend support before queryi...
2003-09-30  Jason EdmeadesMaxActiveLights means number of concurrent lights,...
2003-09-25  Jason EdmeadesThe 'w' component is used more than just for the vertex...
2003-09-19  Jason EdmeadesGL doesn't like incorrect lengths passed into DXTN...
2003-09-19  Jason EdmeadesSimple fix to handle the more common case of actually...
2003-09-16  Alex PasadynEnable resolution changes for D3D8 applications.
2003-09-05  Alexandre JulliardFixed header dependencies to be fully compatible with...
2003-09-02  Jason EdmeadesUse a dummy GL context if one is not available when...
2003-08-15  Jason EdmeadesDXT1/3/5 support was broken, but unnoticeable since...
2003-08-05  Jason EdmeadesglColorMaterial enable/disable setup is only done when...
2003-07-19  Jason EdmeadesAdd fps debug channel, so we can see how the d3d code...
2003-06-13  Jason EdmeadesWhen emulating fullscreen it helps to not allocate...
2003-06-06  Raphael JunqueiraFixed compilation problems.
2003-06-04  Raphael Junqueira- cleaning of volume.c/volumetexture.c as done previous...
2003-06-04  Raphael Junqueira- add a new private header d3dcore_gl.h that declares...
2003-06-04  Raphael Junqueira- some cleanup and warning fixes
2003-06-04  Raphael Junqueira- pixel shader program dump code
2003-06-04  Raphael Junqueira- some cleanups
2003-06-04  Jason EdmeadesCorrect specular enable renderstate.
2003-06-04  Jason EdmeadesOpengl 1.4 added stencil wrap support as per directx...
2003-06-04  Raphael Junqueira- implemented render to surfaces (and render to new...
2003-05-17  Raphael Junqueira- mor usefull debug functions debug_d3dusage and debug_...
2003-05-15  Jason EdmeadesPrevious viewport fix only works for full screen applic...
2003-05-14  Raphael JunqueiraDeclare that we can support cube textures now (currentl...
2003-05-13  Jason EdmeadesMake sure we advertize our capabilites correctly.
2003-05-13  Christian CostaMark some surface formats as not supported.
2003-05-11  Raphael Junqueira- minor COM fixes (fixes some crashes on stupid games)
2003-05-08  Raphael Junqueira- Disable some 'classic' debug traces (avoid useless...
2003-05-08  Jason Edmeades- Move texture loading into PreLoad for 2D textures...
2003-04-22  Alexandre JulliardMoved x11drv.h to dlls/x11drv.
2003-04-21  Jason EdmeadesDOT3 isn't there on earlier opengl versions.
2003-04-20  Jason EdmeadesWhen a game requests fullscreen, make its window the...
2003-04-20  Jason EdmeadesWindows never reports 24 bit colours, and some games...
2003-04-19  Jason EdmeadesCorrect device capabilites including support in previou...
2003-04-19  Jason EdmeadesAdd DotProduct3 support if supported by opengl.
2003-04-17  Christian CostaHandle creation of a depth/stencil buffer when creating...
2003-04-13  Christian CostaIncrease MaxStreams to 2 in CAPS.
2003-02-01  Jason EdmeadesCorrect some capabilities, and default others to fully...
2003-01-30  Raphael Junqueira- Defer of IDirect3DVertexShader_SetConstant, waiting for
2003-01-28  Raphael JunqueiraSome needed cleanups for future dx9 and d3d common...
2003-01-23  Jason EdmeadesUse device max lights and clipplane support. Also chang...
2003-01-14  Raphael Junqueira- beginning of vertex matrix blending using extensions...
2003-01-14  Raphael JunqueiraBeginning of more COM compliant behavior:
2003-01-14  Jason EdmeadesAdd support for some of the texture address states...
2003-01-07  Dimitrie O. PaunDefine NONAMELESS{STRUCT,UNION} explicitly in the files...
2003-01-02  Raphael Junqueira- integration with DrawPrimitive
2002-12-23  Jason EdmeadesQuery opengl to ensure it supports multitexture, and...
2002-12-18  Raphael Junqueira - some fixes in CreateDevice init
2002-12-17  Raphael Junqueira- some D3D8 fixes
2002-11-06  Jason Edmeades- Stencil mapping now works (it helps to actually alloc...
2002-10-28  Jason Edmeades- Initialize the texture state information.
2002-10-21  Jason EdmeadesAdd the basic support for volume textures / volumes...
2002-10-18  Alexandre JulliardFixed warnings caused by conversion to -DSTRICT.
2002-10-07  Jason EdmeadesVarious fixes, typos corrected and clarifying trace...
2002-09-27  Jason EdmeadesInitial D3D8 implementation.