I'm really stumped on why this even works because after writing a test (attached) and running on windows it shows that ppZStencilSurface IS getting set to null when D3DERR_NOTFOUND is returned.
Could it be that there is something else behind this problem which is unrelated to what I have been looking at?
Regards, Andrew
On Sat, Aug 30, 2008 at 1:05 AM, Stefan Dösinger stefan@codeweavers.com wrote:
When IWineD3DDevice_GetDepthStencilSurface returns WINED3DERR_NOTFOUND it was setting ppZStencilSurface to null. This was the cause of rendering issues with the 3d models in spore.
Can you write a test for this? I think we have some depth stencil tests in dlls/d3d9/tests/device.c which you could use to test this.
I think you are right with this patch - I vaguely remember writing a test for a different getter function, but it is better to be sure