wined3d: Fix SHOW_FRAME_MAKEUP debug dump code.

This commit is contained in:
Tobias Jakobi 2008-09-10 13:25:35 -05:00 committed by Alexandre Julliard
parent 5adbef6625
commit 6e1194f06e
1 changed files with 4 additions and 4 deletions

View File

@ -1024,11 +1024,11 @@ void drawPrimitive(IWineD3DDevice *iface,
if (primCounter >= 0) {
WINED3DLOCKED_RECT r;
char buffer[80];
IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
TRACE("Saving screenshot %s\n", buffer);
IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
IWineD3DSurface_UnlockRect(This->renderTarget);
IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
IWineD3DSurface_UnlockRect(This->render_targets[0]);
#ifdef SHOW_TEXTURE_MAKEUP
{
@ -1076,7 +1076,7 @@ static void normalize_normal(float *n) {
* attributes to numbered shader attributes, so we have to store them and rebind them as needed
* in drawprim.
*
* To read back, the opengl feedback mode is used. This creates a proplem because we want
* To read back, the opengl feedback mode is used. This creates a problem because we want
* untransformed, unlit vertices, but feedback runs everything through transform and lighting.
* Thus disable lighting and set identity matrices to get unmodified colors and positions.
* To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale