wined3d: Reset all the dummy textures to 0 on destroy.
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@ -982,10 +982,10 @@ static void destroy_dummy_textures(struct wined3d_device *device, const struct w
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gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
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checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
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memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
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memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
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memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
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memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
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memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube));
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memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d));
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memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect));
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memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
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}
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static LONG fullscreen_style(LONG style)
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