DXGL r369 - Code Review

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Repository:DXGL
Revision:r368‎ | r369 | r370 >
Date:16:12, 28 April 2013
Author:admin
Status:new
Tags:
Comment:
Use a dedicated FBO for each surface that is rendered to, per recommendation at https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/Porting%20Source%20to%20Linux.pdf page 65.
Fix a missing LeaveCriticalSection.
Fix a resource leak in the glDirect3DDevice7 object.
Modified paths:
  • /ddraw/ddraw.cpp (modified) (history)
  • /ddraw/glDirect3D.cpp (modified) (history)
  • /ddraw/glDirect3DDevice.cpp (modified) (history)
  • /ddraw/glDirect3DLight.cpp (modified) (history)
  • /ddraw/glDirect3DMaterial.cpp (modified) (history)
  • /ddraw/glDirect3DTexture.cpp (modified) (history)
  • /ddraw/glDirect3DVertexBuffer.cpp (modified) (history)
  • /ddraw/glDirect3DViewport.cpp (modified) (history)
  • /ddraw/glDirectDraw.cpp (modified) (history)
  • /ddraw/glDirectDrawSurface.cpp (modified) (history)
  • /ddraw/glDirectDrawSurface.h (modified) (history)
  • /ddraw/glRenderer.cpp (modified) (history)
  • /ddraw/glRenderer.h (modified) (history)
  • /ddraw/glutil.cpp (modified) (history)
  • /ddraw/glutil.h (modified) (history)
  • /ddraw/shadergen.cpp (modified) (history)
  • /ddraw/shaders.cpp (modified) (history)
  • /ddraw/texture.cpp (modified) (history)