Hi Raphael,
Get/SetRenderTarget in d3d9 cant be right - if has to go through wined3d, as it's the only person who knows the front/back buffer etc. You don't want This->renderTarget at all at the d3d9 level
The same issue later, + if (NULL == pDeviceImpl->backBuffer) { + pDeviceImpl->backBuffer = d3dSurface; + pDeviceImpl->renderTarget = d3dSurface;
Note in the call to IWineD3DDevice_CreateVertexDeclaration you passed through 9, I assume for the dx level, but we store that in the device or directx impl already (cant remember which).
In the wined3d version:
Also, in the wined3d version please, please try to avoid using tabs, and use spaces instead - the rest of the file does (unless I missed some as I transferred them). Tabs are a real pain to work with if you ask me
Jason
On Thursday 27 January 2005 22:51, Ann and Jason Edmeades wrote:
Hi Raphael,
Hi Jason :)
Get/SetRenderTarget in d3d9 cant be right - if has to go through wined3d,
I know, it's only to get my demos at least starting before you and Oliver sent the real implementation
Note in the call to IWineD3DDevice_CreateVertexDeclaration you passed through 9, I assume for the dx level, but we store that in the device or directx impl already (cant remember which).
Yes, in IWineD3D. i'm not happy with my idea but for now it works, i'm thinking about a more cleaner way to handle this (and using creation version don't seems a full robust solution)
In the wined3d version:
Also, in the wined3d version please, please try to avoid using tabs, and use spaces instead - the rest of the file does (unless I missed some as I transferred them). Tabs are a real pain to work with if you ask me
Sorry ... again i have to redo my emacs conf (or repair my broken kdevelop)
Regards, Raphael