On 28/02/07, Stefan Dösinger stefan@codeweavers.com wrote:
The hwstretch blit code creates a new texture each time it is called
to back up the back buffer and
releases it afterwards. It is more efficient to keep the texture and
release it with the surface. This
patch uses the source surface's texture to do the job. Because the
source surface is an active render
target its texture is either only needed for blitting(onscreen
target) or will be completely overwritten
on the next render target change(offscreen target).
Is this supposed to work with FBOs?