Am Montag, 15. Juni 2009 22:20:33 schrieb Henri Verbeet: > Sure, but unless you split up SFLAG_CONVERTED first, that flag is also > the same for RGB and sRGB. You've got a point here, I'll put the patch into my hack collection for now until I find something better. Probably we should put the per GL texture stuff into a dedicated structure and have an array of them in the D3D surface. Kinda like we have the compiled shaders in a d3d shader
- Re: [4/5] WineD3D: Manage SFLAG_CLIENT separately for RGB... Henri Verbeet
- Re: [4/5] WineD3D: Manage SFLAG_CLIENT separately fo... Stefan Dösinger
- Re: [4/5] WineD3D: Manage SFLAG_CLIENT separatel... Henri Verbeet
- Re: [4/5] WineD3D: Manage SFLAG_CLIENT separ... Stefan Dösinger
- Re: [4/5] WineD3D: Manage SFLAG_CLIENT s... Henri Verbeet
- Re: [4/5] WineD3D: Manage SFLAG_CLI... Stefan Dösinger
