Dirty the surface (instead of the texture) when a render targets is

send and endscene is called to make sure that the correct surface is
updated.
This commit is contained in:
Oliver Stieber 2005-07-18 09:07:03 +00:00 committed by Alexandre Julliard
parent f35f259105
commit e0241349c5

View File

@ -4377,8 +4377,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
switching to render-to-texture should remove the overhead though.
*/
IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)targetContainer, TRUE);
IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *)targetContainer);
IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
IWineD3DSurface_PreLoad(This->renderTarget);
IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
IUnknown_Release(targetContainer);
} else