If swap mode is discard, clear the backbuffer before moving onto the

next frame.
This commit is contained in:
Jason Edmeades 2003-11-17 20:04:30 +00:00 committed by Alexandre Julliard
parent 96be4449f3
commit 61608b71fc
1 changed files with 8 additions and 0 deletions

View File

@ -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;
}