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wine
wine-cw
Commits
6e1194f0
Commit
6e1194f0
authored
Sep 10, 2008
by
Tobias Jakobi
Committed by
Alexandre Julliard
Sep 12, 2008
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wined3d: Fix SHOW_FRAME_MAKEUP debug dump code.
parent
5adbef66
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4 additions
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4 deletions
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-4
drawprim.c
dlls/wined3d/drawprim.c
+4
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dlls/wined3d/drawprim.c
View file @
6e1194f0
...
...
@@ -1024,11 +1024,11 @@ void drawPrimitive(IWineD3DDevice *iface,
if
(
primCounter
>=
0
)
{
WINED3DLOCKED_RECT
r
;
char
buffer
[
80
];
IWineD3DSurface_LockRect
(
This
->
render
Target
,
&
r
,
NULL
,
WINED3DLOCK_READONLY
);
IWineD3DSurface_LockRect
(
This
->
render
_targets
[
0
]
,
&
r
,
NULL
,
WINED3DLOCK_READONLY
);
sprintf
(
buffer
,
"/tmp/backbuffer_%d.tga"
,
primCounter
);
TRACE
(
"Saving screenshot %s
\n
"
,
buffer
);
IWineD3DSurface_SaveSnapshot
(
This
->
render
Target
,
buffer
);
IWineD3DSurface_UnlockRect
(
This
->
render
Target
);
IWineD3DSurface_SaveSnapshot
(
This
->
render
_targets
[
0
]
,
buffer
);
IWineD3DSurface_UnlockRect
(
This
->
render
_targets
[
0
]
);
#ifdef SHOW_TEXTURE_MAKEUP
{
...
...
@@ -1076,7 +1076,7 @@ static void normalize_normal(float *n) {
* attributes to numbered shader attributes, so we have to store them and rebind them as needed
* in drawprim.
*
* To read back, the opengl feedback mode is used. This creates a pro
p
lem because we want
* To read back, the opengl feedback mode is used. This creates a pro
b
lem because we want
* untransformed, unlit vertices, but feedback runs everything through transform and lighting.
* Thus disable lighting and set identity matrices to get unmodified colors and positions.
* To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale
...
...
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