wined3d: IWineD3DSurface_PreLoad() doesn't do an implicit glBindTexture() anymore.

This was exposed by moving texture id generation from Preload() to BindTexture().
This commit is contained in:
Henri Verbeet 2008-09-03 16:29:34 +02:00 committed by Alexandre Julliard
parent 632102cd14
commit 615f75faec
1 changed files with 2 additions and 0 deletions

View File

@ -6160,6 +6160,7 @@ void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWine
IWineD3DSurface_PreLoad(depth_stencil);
glBindTexture(target, depth_stencil_impl->glDescription.textureName);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
@ -6202,6 +6203,7 @@ void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx,
IWineD3DSurface_PreLoad(surface);
glBindTexture(target, surface_impl->glDescription.textureName);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(target, old_binding);