From 6e1194f06ea163d0d6260f41a1cfe157efea82d2 Mon Sep 17 00:00:00 2001 From: Tobias Jakobi Date: Wed, 10 Sep 2008 13:25:35 -0500 Subject: [PATCH] wined3d: Fix SHOW_FRAME_MAKEUP debug dump code. --- dlls/wined3d/drawprim.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 068e0820f7f..2099bec27e4 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -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