Commit 6e1194f0 authored by Tobias Jakobi's avatar Tobias Jakobi Committed by Alexandre Julliard

wined3d: Fix SHOW_FRAME_MAKEUP debug dump code.

parent 5adbef66
......@@ -1024,11 +1024,11 @@ void drawPrimitive(IWineD3DDevice *iface,
if (primCounter >= 0) {
WINED3DLOCKED_RECT r;
char buffer[80];
IWineD3DSurface_LockRect(This->renderTarget, &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->renderTarget, buffer);
IWineD3DSurface_UnlockRect(This->renderTarget);
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 proplem because we want
* To read back, the opengl feedback mode is used. This creates a problem 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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