wined3d: Don't abuse blending to disable color writes in surface_depth_blt().

This commit is contained in:
Henri Verbeet 2009-07-03 09:39:21 +02:00 committed by Alexandre Julliard
parent 17c0e99106
commit 532b99078e
1 changed files with 2 additions and 2 deletions

View File

@ -4334,14 +4334,14 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glBlendFunc(GL_ZERO, GL_ONE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glViewport(0, 0, w, h);
surface_get_depth_blt_info(target, w, h, &info);