commit | 134aa67ec9fc9f761e6da15a816f770d8a30c455 | [log] [tgz] |
---|---|---|
author | Roderick Colenbrander <thunderbird2k@gmx.net> | Thu Oct 11 23:11:37 2007 +0200 |
committer | Alexandre Julliard <julliard@winehq.org> | Fri Oct 12 11:07:23 2007 +0200 |
tree | 2de1fbc89435728a2a113b4873802d793e5cd209 | |
parent | 5749dd40518aed6fff7abea8f5283fe324c55e1a [diff] [blame] |
wined3d: Use a fragment shader to do P8 palette conversion in hardware.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 431160d..446f2a9 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h
@@ -699,6 +699,7 @@ /* palettes texture management */ PALETTEENTRY palettes[MAX_PALETTES][256]; UINT currentPalette; + UINT paletteConversionShader; /* For rendering to a texture using glCopyTexImage */ BOOL render_offscreen;