Wed, 18 Jun 2008 01:24:47 -0400 Patched to compile. trunk
Ryan C. Gordon <icculus@icculus.org> [Wed, 18 Jun 2008 01:24:47 -0400] rev 363
Patched to compile.
Wed, 18 Jun 2008 01:22:34 -0400 Moved some booleans to true bitfields. trunk
Ryan C. Gordon <icculus@icculus.org> [Wed, 18 Jun 2008 01:22:34 -0400] rev 362
Moved some booleans to true bitfields.
Wed, 18 Jun 2008 01:18:26 -0400 First (untested) work on nv2 profile. trunk
Ryan C. Gordon <icculus@icculus.org> [Wed, 18 Jun 2008 01:18:26 -0400] rev 361
First (untested) work on nv2 profile.
Tue, 17 Jun 2008 23:26:02 -0400 Cleaned up some unimplemented stubs. trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 17 Jun 2008 23:26:02 -0400] rev 360
Cleaned up some unimplemented stubs.
Sat, 14 Jun 2008 22:16:16 -0400 Removed some debug code from the arb1 profile's OpenGL glue. trunk
Ryan C. Gordon <icculus@icculus.org> [Sat, 14 Jun 2008 22:16:16 -0400] rev 359
Removed some debug code from the arb1 profile's OpenGL glue.
Sat, 14 Jun 2008 22:15:40 -0400 Fixed MOJOSHADER_glBindProgram() for arb1 profile (thanks, Nicholas!). trunk
Ryan C. Gordon <icculus@icculus.org> [Sat, 14 Jun 2008 22:15:40 -0400] rev 358
Fixed MOJOSHADER_glBindProgram() for arb1 profile (thanks, Nicholas!). Forgot to actually glEnable() the GPU program functionality. Doh! Now arb1 renders...surprisingly well.
Tue, 03 Jun 2008 14:37:10 -0400 Added a temp shell script to compare our instruction counts vs. Microsoft's. trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 03 Jun 2008 14:37:10 -0400] rev 357
Added a temp shell script to compare our instruction counts vs. Microsoft's.
Tue, 03 Jun 2008 14:26:38 -0400 Better attempt at instruction counts, with official numbers from msdn. trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 03 Jun 2008 14:26:38 -0400] rev 356
Better attempt at instruction counts, with official numbers from msdn.
Tue, 03 Jun 2008 13:23:16 -0400 Cleaned up memory management in MOJOSHADER_glLinkProgram(). trunk
Ryan C. Gordon <icculus@icculus.org> [Tue, 03 Jun 2008 13:23:16 -0400] rev 355
Cleaned up memory management in MOJOSHADER_glLinkProgram(). Explicitly initializes all malloc()'d buffers, doesn't allocate 0-byte arrays.
Mon, 02 Jun 2008 17:54:41 -0400 Removed MOJOSHADER_glSetSampler() from the public header. trunk
Ryan C. Gordon <icculus@icculus.org> [Mon, 02 Jun 2008 17:54:41 -0400] rev 354
Removed MOJOSHADER_glSetSampler() from the public header. It's not needed. Just assign OpenGL texture units in the same order you would assign Direct3D texture stages, and we'll use the same indices internally.
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