From e0241349c5f52ebeb28cccdc19c34e7d2abb923a Mon Sep 17 00:00:00 2001 From: Oliver Stieber Date: Mon, 18 Jul 2005 09:07:03 +0000 Subject: [PATCH] Dirty the surface (instead of the texture) when a render targets is send and endscene is called to make sure that the correct surface is updated. --- dlls/wined3d/device.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 4f2683f9109..ea9ccf9f5c6 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -4377,8 +4377,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) { switching to render-to-texture should remove the overhead though. */ IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */); - IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)targetContainer, TRUE); - IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *)targetContainer); + IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL); + IWineD3DSurface_PreLoad(This->renderTarget); IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */); IUnknown_Release(targetContainer); } else