wined3d: Initialize standalone surface parameters.
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@ -2365,6 +2365,19 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
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glGenTextures(1, &This->glDescription.textureName);
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checkGLcall("glGenTextures");
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TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
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glBindTexture(This->glDescription.target, This->glDescription.textureName);
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checkGLcall("glBindTexture");
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glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
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glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
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glTexParameteri(This->glDescription.target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)");
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glTexParameteri(This->glDescription.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
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glTexParameteri(This->glDescription.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
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}
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/* This is where we should be reducing the amount of GLMemoryUsed */
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} else if (This->glDescription.textureName) {
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