wined3d: Fix SHOW_FRAME_MAKEUP debug dump code.
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5adbef6625
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@ -1024,11 +1024,11 @@ void drawPrimitive(IWineD3DDevice *iface,
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if (primCounter >= 0) {
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WINED3DLOCKED_RECT r;
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char buffer[80];
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IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
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IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
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sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
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TRACE("Saving screenshot %s\n", buffer);
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IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
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IWineD3DSurface_UnlockRect(This->renderTarget);
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IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
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IWineD3DSurface_UnlockRect(This->render_targets[0]);
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#ifdef SHOW_TEXTURE_MAKEUP
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{
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@ -1076,7 +1076,7 @@ static void normalize_normal(float *n) {
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* attributes to numbered shader attributes, so we have to store them and rebind them as needed
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* in drawprim.
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*
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* To read back, the opengl feedback mode is used. This creates a proplem because we want
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* To read back, the opengl feedback mode is used. This creates a problem because we want
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* untransformed, unlit vertices, but feedback runs everything through transform and lighting.
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* Thus disable lighting and set identity matrices to get unmodified colors and positions.
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* To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
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