wined3d: Do not PreLoad the new render target.

There is no reason to do that, now that the SetGLTextureDesc bug is
fixed. This avoids an infinite recursion because PreLoad calls
ActivateContext at some point.
This commit is contained in:
Stefan Dösinger 2008-06-12 20:54:27 +02:00 committed by Alexandre Julliard
parent 6ab3d17104
commit 78d963039b
1 changed files with 0 additions and 7 deletions

View File

@ -943,13 +943,6 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
break;
}
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
/* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
* back when we are done won't mark us dirty.
*/
IWineD3DSurface_PreLoad(target);
}
if(!oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
Context_MarkStateDirty(context, STATE_VDECL, StateTable);