This repository has been archived by the owner on Dec 31, 2024. It is now read-only.
v2.82 - Some development and improvements
I reuploaded this with a minor bug fixed:
- D3D/8/9 improvements and fixes
- Hardware vertex buffers in D3D6/7
- Improving the PS shader code generator to handle D3D colorkeyed textures (also fixing the D3D12 LOD-problem)
- Overhauling the general pipeline code and the capabilities of the FF pipeline
- Adding support for the reference device in D3D8/9 (Operation Blockade)
- Improved DD/D3D API tracing, some bugfixes/changes and additions in the DX debug layer
- Clipping / vertex layout / fog bugfixes (Extreme Paintbrawl 4, Max Payne, Off Road Arena)
- D3D9 fixes (fr-054 Polar, Crush, Nitro Stunt Racing, Trackmania Sunrise Extreme)
- Fixing the "clipped cursor" issue when exiting D3D8/9
- Improving DDraw compatibility (Legion Gold)
- Improving DirectShow compatibility (Project Eden)
- Forcing texture filtering did not work properly in D3D, fixed
- Fixing a regression bug in DDraw compression Blt (Eurofighter Typhoon)
- Fixing a windowed Blt bug in DDraw (my own test app)
- Fixing a regression crash in D3D12 UP Draw (Tomb Raider 5)
- A bugfix in the cpu code generator
- A bugfix in the blitter shader code generator
- Auto mipmap-generation (changing option DirectX\DisableMipmapping to DirectX\Mipmapping)
- Glide fixes
- Fixing a rendering incompatibility (Outlaws)
- Fixing a freeze/crash bug in Glide D3D12 dynamic resolution changing
- General improvements
- Changing/fixing a lot of things in the source using a code analyzer
- Doubling the tooltip appearance time in the Cpl
- Implementing loader lock detection for all (missing) platforms (x64, arm64/ec)
- Internal changes and code refactoring under the hood