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![]() This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all. |
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.. | ||
BoundingBox.cpp | ||
BoundingBox.h | ||
D3D.vcxproj | ||
D3D.vcxproj.filters | ||
D3DBase.cpp | ||
D3DBase.h | ||
D3DBlob.cpp | ||
D3DBlob.h | ||
D3DShader.cpp | ||
D3DShader.h | ||
D3DState.cpp | ||
D3DState.h | ||
D3DTexture.cpp | ||
D3DTexture.h | ||
D3DUtil.cpp | ||
D3DUtil.h | ||
FramebufferManager.cpp | ||
FramebufferManager.h | ||
GeometryShaderCache.cpp | ||
GeometryShaderCache.h | ||
Globals.h | ||
main.cpp | ||
main.h | ||
NativeVertexFormat.cpp | ||
PerfQuery.cpp | ||
PerfQuery.h | ||
PixelShaderCache.cpp | ||
PixelShaderCache.h | ||
PSTextureEncoder.cpp | ||
PSTextureEncoder.h | ||
Render.cpp | ||
Render.h | ||
Television.cpp | ||
Television.h | ||
TextureCache.cpp | ||
TextureCache.h | ||
TextureEncoder.h | ||
VertexManager.cpp | ||
VertexManager.h | ||
VertexShaderCache.cpp | ||
VertexShaderCache.h | ||
VideoBackend.h | ||
XFBEncoder.cpp | ||
XFBEncoder.h |