dolphin/Source/Plugins/Plugin_VideoOGL/Src
John Peterson a8dafb8dc5 OpenGL:
1. Reorganized display settings
2. Let render to main window also have the internal resolution setting
3. Set render to main window as default setting, it's the most common and best option used by the best emulators
4. Changed screenshot to capture the internal picture, independent of whatever the window size may be

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3335 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-06-06 13:36:33 +00:00
..
Debugger
GUI OpenGL: 2009-06-06 13:36:33 +00:00
OS
BPFunctions.cpp Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
cocoaGL.h
cocoaGL.m osx fixes for nongui and ogl plugin 2009-05-15 08:55:46 +00:00
Config.cpp OpenGL: 2009-06-06 13:36:33 +00:00
Config.h OpenGL: save projection hack setting 2009-06-03 23:38:31 +00:00
Globals.h
GLUtil.cpp
GLUtil.h
GLWindow.h
main.cpp OpenGL: 2009-06-06 13:36:33 +00:00
main.h
NativeVertexFormat.cpp
nGLUtil.cpp
nGLUtil.h
nmain.cpp
OnScreenDisplay.cpp
OnScreenDisplay.h
PixelShaderCache.cpp Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
PixelShaderCache.h Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
rasterfont.cpp
rasterfont.h
Render.cpp OpenGL: 2009-06-06 13:36:33 +00:00
Render.h OpenGL: 2009-06-06 13:36:33 +00:00
SConscript
SDLWindow.cpp
SDLWindow.h
stdafx.cpp
stdafx.h
TextureConversionShader.cpp Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
TextureConversionShader.h
TextureConverter.cpp Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
TextureConverter.h
TextureMngr.cpp Some more modification of texture dumping and loading. 2009-05-16 01:21:57 +00:00
TextureMngr.h Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
VertexLoaderManager.cpp
VertexManager.cpp Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
VertexManager.h
VertexShaderCache.cpp Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards. 2009-05-15 02:39:55 +00:00
VertexShaderCache.h
Win32Window.cpp
Win32Window.h
WXGLWindow.cpp
WXGLWindow.h
X11Window.cpp
X11Window.h
XFB.cpp
XFB.h