

Shader code generator changes:fixing a bug (Star Wars Republic Commando) Improving Phong shading to support D3D8/9 level ops (LotR War of the Ring), but it's still not recommended Minor other internal D3D5/6/7/8/9 fixes (like fr-063) Fixing D3D8/9 problemsVertex fog incompatibility (Ephinea PSOBB)ĭevice reset bug (Harry Potter and the Order of the Phoenix)įixing the return values of Check* methods (3DMark 05)Ĭhanges in the D3D8/9 Debug Layer, some more detailed messages and cosmeticsįixing a DDraw blitter bug (I hope at least) (driver crash with Lego Rock Raiders)įixing a bug in system (GDI) hooking (DX modules cooperating)įixing a certain D3D bug (Midtown Madness 1)įixing a DDraw surface GetDC/ReleaseDC bug (Recoil, missing text)įixing a DDraw blitting colorkeying bug (Wizards and Warriors)Ĭhanging scaling of cpu-written surface data from bilinear to point sampledįixing a D3D6 incompatibility with MS D3D (Lego Rock Raiders)įixing a bug in D3DImm (could crash at exit) (Crimson Skies)įixing a regression bug of swapchains (MS Flight Simulator 2002)įixing a bug of D3D8/9 fog state (MS Flight Simulator 2004)įixing a bug in sw vertexprocessing (wrong speculars in 3D Scooter Racing)īroken D3D8/9 clipping, refactored and fixed (BloodRayne 2 HUD)įixing a D3D8/9 vertex layout bug (Sonic and All Stars Racing Transformed)
