wine/dlls/d3d8
Jason Edmeades 8b2c10bcd4 MaxActiveLights means number of concurrent lights, but any number can
be  set up. Change support for lights into a linked list and only set
up an equivalent gl light when the light is enabled.
2003-09-30 00:21:07 +00:00
..
.cvsignore
basetexture.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
cubetexture.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
d3d8_main.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
d3d8_private.h MaxActiveLights means number of concurrent lights, but any number can 2003-09-30 00:21:07 +00:00
d3d8.spec - pixel shader program dump code 2003-06-04 22:45:57 +00:00
d3dcore_gl.h - currently always use sloaw path as fast path have some problems 2003-06-27 22:20:44 +00:00
device.c MaxActiveLights means number of concurrent lights, but any number can 2003-09-30 00:21:07 +00:00
directx.c MaxActiveLights means number of concurrent lights, but any number can 2003-09-30 00:21:07 +00:00
drawprim.c The 'w' component is used more than just for the vertex, so we cannot 2003-09-25 20:22:21 +00:00
indexbuffer.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
Makefile.in Make the fixed function pipeline support multiple streams for created 2003-06-13 18:09:05 +00:00
resource.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
shader.c Add real support for VS1.1, ie make the relative addressing mode 2003-09-25 20:22:40 +00:00
stateblock.c MaxActiveLights means number of concurrent lights, but any number can 2003-09-30 00:21:07 +00:00
surface.c Make unlock of the backbuffer correctly restore the contents. 2003-09-30 00:20:08 +00:00
swapchain.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
texture.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
utils.c GL doesn't like incorrect lengths passed into DXTN processing. 2003-09-19 00:20:19 +00:00
version.rc
vertexbuffer.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
volume.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
volumetexture.c Fixed header dependencies to be fully compatible with the Windows 2003-09-05 23:08:26 +00:00
vshaderdeclaration.c Vertex shader output is lit and transformed, so stop GL doing it all 2003-09-19 00:07:34 +00:00