Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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Henrik Rydgård
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f111eede85
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Some GLSL syntax fixes
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2017-01-23 14:31:44 +01:00 |
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xebra
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54a2dcd442
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[spline/bezier]Add some comments and fix to avoid division, use multiply instead.
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2017-01-23 14:13:28 +01:00 |
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xebra
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7530e35ab6
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Fix 64bits shader dirty flags properly.
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2017-01-23 14:13:28 +01:00 |
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xebra
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b436aef32a
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[spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off.
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2017-01-23 14:13:28 +01:00 |
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xebra
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de253a6aef
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[spline/bezier]Revert #ab9c1d4 about spline/bezier.
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2017-01-23 14:12:46 +01:00 |
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xebra
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deea258383
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[spline/bezier]Fix to avoid crashing when activated hardware tessellation with dx9 and vulkan.
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2017-01-23 14:12:03 +01:00 |
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xebra
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334afbd1ae
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[spline/bezier]Fix again about compatibility with GLES. from @LunaMoo.
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2017-01-23 14:12:03 +01:00 |
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xebra
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67503ed160
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[spline/bezier]Small fixes for compatibility with GLES 2.0.
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2017-01-23 14:12:03 +01:00 |
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xebra
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5aeaa95f2c
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[spline/bezier]Implement hardware tessellation on OpenGL.
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2017-01-23 14:12:02 +01:00 |
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xebra
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38293adc78
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[spline/bezier]Expand shader dirty flags to 64 bit, and add some flags for hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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52f86cf61b
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[spline/bezier]Implement common logic of hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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71a44644a1
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[spline/bezier]Add some flags in shader id for hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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b78e184c51
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[spline/bezier]Add some variables in gpu state cache for hardware tessellation.
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2017-01-23 14:12:02 +01:00 |
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xebra
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65be0aa002
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[spline/bezier]Move index conversion logic to tiny class.
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2017-01-23 14:12:02 +01:00 |
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Henrik Rydgard
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b0697b62d7
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Fix bug in setting certain uniforms in DX9. Fixes #9224
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2017-01-21 21:54:42 +01:00 |
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Henrik Rydgard
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ab9c1d4dc0
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Centralize the spline/bezier/bbox execute functions into GPUCommon
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2017-01-21 20:43:05 +01:00 |
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Henrik Rydgard
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47283db18f
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DX9: When optimizing rectangles to clears, don't forget to convert the color to a D3DCOLOR properly. Fixes part of #9224
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2017-01-21 17:45:53 +01:00 |
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Henrik Rydgård
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e47138a5f3
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Warning fixes
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2017-01-17 20:26:48 +07:00 |
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Henrik Rydgård
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5af8b152e1
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Further buildfixes
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2016-12-27 11:59:12 +01:00 |
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Henrik Rydgård
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674937a520
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Extend some enums with potentially useful values
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2016-12-27 11:59:12 +01:00 |
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Henrik Rydgård
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cbf4e5f38c
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Implement colormask
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2016-12-27 11:59:11 +01:00 |
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Henrik Rydgård
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9f2e83b66c
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Bundle up more state in the pipeline object. Lets us get rid of Vulkan's pipeline cache.
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2016-12-27 11:59:11 +01:00 |
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Henrik Rydgård
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8d84fb75c7
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Remove ShaderSet presets
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2016-12-27 11:59:10 +01:00 |
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Henrik Rydgård
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1ed7f0d7fd
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More modern way to specify vertex data format (inputlayout)
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2016-12-27 11:59:10 +01:00 |
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Henrik Rydgård
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166243e0fd
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Make pipelines bound state
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2016-12-27 11:59:10 +01:00 |
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Henrik Rydgård
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4462a8cc99
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Rename ShaderSet to Pipeline. Get rid of scissorEnable setting (scissor is always enabled).
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2016-12-27 11:59:10 +01:00 |
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Henrik Rydgård
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3de4a38527
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More renaming to match
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2016-12-27 11:59:10 +01:00 |
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Henrik Rydgård
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425940b433
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More renaming
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2016-12-27 11:59:07 +01:00 |
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Henrik Rydgård
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c7c541f926
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Add DepthStencilStateDesc
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2016-12-27 11:59:06 +01:00 |
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Henrik Rydgård
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f86b9f7900
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Guess what? More renaming
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2016-12-27 11:59:06 +01:00 |
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Henrik Rydgård
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9b439e4c43
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Remove Thin3D prefix on more things
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2016-12-27 11:59:06 +01:00 |
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Henrik Rydgård
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463251908b
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Rename things to closer match another project which I plan to share some code with
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2016-12-27 11:59:02 +01:00 |
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Henrik Rydgård
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10393f5d4e
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Move Thin3D into the Draw namespace.
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2016-12-27 11:58:03 +01:00 |
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Henrik Rydgård
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b60ad37146
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Remove blend and sampler state presets, they didn't save any code
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2016-12-25 11:37:23 +01:00 |
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Henrik Rydgård
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97d029972e
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Rename SetTextures to BindTextures
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2016-12-25 11:31:33 +01:00 |
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Henrik Rydgård
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1c0c755b03
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Extract RasterState from thin3d, for easier d3d11 porting
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2016-12-25 11:31:33 +01:00 |
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Henrik Rydgård
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4a3938958c
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Thin3D: Unified DataFormat enum
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2016-12-25 11:31:33 +01:00 |
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Henrik Rydgard
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dc5c0c0d2d
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Centralize ProcessEvent
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2016-12-21 20:02:05 +01:00 |
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Henrik Rydgard
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7634ff7f09
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Centralize a few more functions, fix DX9
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2016-12-21 18:51:19 +01:00 |
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Henrik Rydgard
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98ebf9ed6f
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Centralize PerformStencil* and Invalidate* functions
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2016-12-21 18:33:08 +01:00 |
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Henrik Rydgard
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866d4a645f
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Centralize "PerformMemory*" functions
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2016-12-21 18:26:06 +01:00 |
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Henrik Rydgard
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e15cba0e1b
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Centralize "Resized()"
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2016-12-21 18:13:58 +01:00 |
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Henrik Rydgard
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7e46a153c0
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Centralize DoBlockTransfer between the GPUs.
Required adding a pointer to the framebuffer manager and texture cache in
GPUCommon, which took a little bit of refactoring.
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2016-12-21 18:07:17 +01:00 |
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Henrik Rydgard
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49ce7178f5
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Fix bug when showing shader IDs in the shader viewer
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2016-12-21 15:50:20 +01:00 |
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Henrik Rydgard
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0fa2f2c7ae
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Remove more now-unused code
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2016-12-20 13:50:07 +01:00 |
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Henrik Rydgard
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1dbeca0618
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Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
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2016-12-20 13:42:54 +01:00 |
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Henrik Rydgard
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9d7983eee8
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Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder.
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2016-12-20 13:27:44 +01:00 |
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Florent Castelli
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46fdc0f5f5
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cmake: Move some cmake includes to ext
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2016-12-18 22:17:41 +01:00 |
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Florent Castelli
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6852c602b9
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glew: Move to ext
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2016-12-18 21:13:45 +01:00 |
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