wined3d: Fall back to backbuffer offscreen rendering if FBOs are unavailable.
Backbuffer appears to be a better choice than PBuffer at the moment, since PBuffer appears to be somewhat broken.
This commit is contained in:
parent
dad6c311ec
commit
fccb3d82fd
|
@ -1031,8 +1031,8 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
|
||||||
|
|
||||||
/* We can only use ORM_FBO when the hardware supports it. */
|
/* We can only use ORM_FBO when the hardware supports it. */
|
||||||
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
|
||||||
WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
|
WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
|
||||||
wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
|
wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* MRTs are currently only supported when FBOs are used. */
|
/* MRTs are currently only supported when FBOs are used. */
|
||||||
|
|
Loading…
Reference in New Issue