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<title>dolphin/Source/Plugins/Plugin_VideoSoftware, branch 4.0.1</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<title>Merge branch 'fix-field-ordering'</title>
<updated>2013-10-02T21:27:02+00:00</updated>
<author>
<name>Scott Mansell</name>
<email>phiren@gmail.com</email>
</author>
<published>2013-09-24T01:47:20+00:00</published>
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Fixes 6387
Closes 6635
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Fixes 6387
Closes 6635
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<entry>
<title>Move the creation of the GLInterface (and hence the video backend</title>
<updated>2013-09-07T20:57:32+00:00</updated>
<author>
<name>Glenn Rice</name>
<email>glennricster@gmail.com</email>
</author>
<published>2013-09-07T20:57:32+00:00</published>
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window) from VideoPrepare to Initialize in the software plugin (as in
the GL plugin).  This fixes issue 6564.  It also makes the emulator show
up positioned correctly in the dolphin application window when using
render to main.
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window) from VideoPrepare to Initialize in the software plugin (as in
the GL plugin).  This fixes issue 6564.  It also makes the emulator show
up positioned correctly in the dolphin application window when using
render to main.
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</entry>
<entry>
<title>Removal of my terrible idea.</title>
<updated>2013-09-02T10:31:48+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-09-02T10:31:48+00:00</published>
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<entry>
<title>Fix Non-GLES run path in videosoftware for the previous commit.</title>
<updated>2013-09-02T06:44:46+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-09-02T06:44:46+00:00</published>
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<entry>
<title>[Android] Make texture loading/deleting/drawing backend non-specific by making them happen in the backend instead of somewhere else. Just a clean up commit really.</title>
<updated>2013-09-02T06:40:05+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-09-02T06:40:05+00:00</published>
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<entry>
<title>More warnings: mark/avert truncating conversions from float.</title>
<updated>2013-09-02T02:59:35+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2013-08-30T04:43:21+00:00</published>
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<entry>
<title>A bunch of trivial changes to fix clang warnings.</title>
<updated>2013-09-02T02:58:33+00:00</updated>
<author>
<name>comex</name>
<email>comexk@gmail.com</email>
</author>
<published>2013-08-29T05:33:24+00:00</published>
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<entry>
<title>Software Renderer: Show each backend's display name instead of its short name in the config dialog.</title>
<updated>2013-08-12T16:30:42+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-08-12T16:25:32+00:00</published>
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<entry>
<title>D3D11: Implement zcomploc for hardware supporting D3D 11.0.</title>
<updated>2013-08-09T20:20:35+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-07-22T12:38:09+00:00</published>
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<entry>
<title>[Android] Qualcomm drivers require that the EGL context is created on the same thread that the OpenGL commands are run on. Crappy driver limitation since eglMakeCurrent should work to let it be on a different thread.</title>
<updated>2013-05-26T03:20:34+00:00</updated>
<author>
<name>Ryan Houdek</name>
<email>Sonicadvance1@gmail.com</email>
</author>
<published>2013-05-26T03:17:05+00:00</published>
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