From 78d963039bb64b20dd469a26da0837d24f1e496d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Thu, 12 Jun 2008 20:54:27 +0200 Subject: [PATCH] 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. --- dlls/wined3d/context.c | 7 ------- 1 file changed, 7 deletions(-) diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 5eb1f6df064..203152b7149 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -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);