About the refcount of the depth surface after render target is destroyed: How about a simple NULL check for lpvtbl?
On Fri, Jun 26, 2015 at 5:32 PM, Aaryaman Vasishta < jem456.vasishta@gmail.com> wrote:
On Fri, Jun 26, 2015 at 2:32 AM, Stefan Dösinger < stefandoesinger@gmail.com> wrote:
Minor issue: I don't think there's a reason to destroy and recreate the surface.
The other way afaik is to QI surface version >= 3 and then call SetSurfaceDesc. This seemed easier to do so. Is there some other way?
- IDirectDrawSurface_Release(d3drm_ds);
- IDirectDrawSurface_Release(d3drm_surface);
- IDirectDrawSurface_Release(ds);
What happens to the depth buffer here? Does it remain attached?
At this point (after releasing ds) the refcounts of both ds and render target (i.e. surface) become 1.