search for: gldisableclientst

Displaying 4 results from an estimated 4 matches for "gldisableclientst".

2014 Aug 10
2
Coordinate systems on on nv10-era cards
Hello, I'm trying to debug why fbo-copyteximage-simple is failing, and I'm... failing. It's an extremely simple test. I'm pretty sure that the copyteximage part of it has nothing to do with the failure, at least it behaves identically when I just return tex instead of copiex_tex. Without any modifications, the test just renders one big red square. I think there's something
2014 Aug 15
0
Coordinate systems on on nv10-era cards
...+ 128, -0.75*128 + 128, 0, 0, 1, 0 }, { 128, 0.75*128 + 128, 0, 0, 0, 1 }, }; glVertexPointer(3, GL_FLOAT, 24, verts); glColorPointer(3, GL_FLOAT, 24, &verts[0][3]); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); Then I see the failure. Looking at the pushbuf for where the blit happens (after the draw), for the working case, I'm seeing PB: 0x00002c22 NV17_3D.VTXBUF_FMT[0] = { TYPE = V32_FLOAT | FIELDS = 2 | STRIDE = 44 } PB: 0x00002c22 N...
2007 May 11
0
Wine release 0.9.37
...d3d8: Add a surface locking test. ddraw: Add a surface locking test. wined3d: Remove some redundant fields from IWineD3DBaseTextureImpl. wined3d: Handle the ps_3_0 vPos field. wined3d: Unload vertex weight data in case of EXT_VERTEX_WEIGHTING as well. wined3d: Calling glDisableClientState() from loadVertexData() is redundant. wined3d: Split texture coordinate loading from loadVertexData(). wined3d: Load texture coordinates even if no texture is bound to that stage at this time. wined3d: Trace the VBO and stream number as well in drawPrimitiveTraceDataLocations....
2014 Nov 24
1
Contributor Contributions
I have made claims that I have not left the compiz project and that I have been maintaining it over the past 4 years, despite the lack of releases by not fault but my own. At the request of some of the original compiz developers, I am now posting a compilation of some of the contributions I've made over time, since the beginning. Since the most important contributions are code and easiest to