If swap mode is discard, clear the backbuffer before moving onto the
next frame.
This commit is contained in:
parent
96be4449f3
commit
61608b71fc
|
@ -483,6 +483,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST REC
|
|||
|
||||
ENTER_GL();
|
||||
|
||||
if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
|
||||
|
||||
|
||||
glXSwapBuffers(This->display, This->drawable);
|
||||
/* Dont call checkGLcall, as glGetError is not applicable here */
|
||||
TRACE("glXSwapBuffers called, Starting new frame\n");
|
||||
|
@ -541,6 +544,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_Present(LPDIRECT3DDEVICE8 iface, CONST REC
|
|||
#endif
|
||||
|
||||
LEAVE_GL();
|
||||
/* Although this is not strictly required, a simple demo showed this does occur
|
||||
on (at least non-debug) d3d */
|
||||
if (This->PresentParms.SwapEffect == D3DSWAPEFFECT_DISCARD) {
|
||||
IDirect3DDevice8Impl_Clear(iface, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
|
||||
}
|
||||
|
||||
return D3D_OK;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue