wined3d: Make sure render target textures aren't bound when we start drawing.

This commit is contained in:
H. Verbeet 2006-11-18 17:08:03 +01:00 committed by Alexandre Julliard
parent da65aed442
commit d1e6e81bbe
1 changed files with 2 additions and 0 deletions

View File

@ -7021,6 +7021,7 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
glBindTexture(target, 0);
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
checkGLcall("glFramebufferTexture2DEXT()");
@ -7051,6 +7052,7 @@ static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render
glBindTexture(target, rtimpl->glDescription.textureName);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(target, 0);
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0));
checkGLcall("glFramebufferTexture2DEXT()");