[9/10] WineD3D: Use VBOs for index buffers
Stefan Dösinger
stefan at codeweavers.com
Tue Feb 20 08:43:23 CST 2007
Am Dienstag 20 Februar 2007 15:03 schrieb Mirek:
> Hi, this patch caused regression in many Direct3D games. TES IV:
> Oblivion can't start game (menu works), Flatout II is completly broken,
> Alpine Sky Racing 2007 can't run, HalfLife 2 EO can't run. I tried
> rewrite GLint vbo; to GLuint vbo; but it doesn't help.
Argh, sounds kinda bad :-( .
Do the games crash, or display incorrect graphics?
Can you try to add the following line in
IWineD3DIndexBufferImpl_Unlock(dlls/wined3d/indexbuffer.c),somewhere in the
locks == 0 && This->vbo if statement:
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice,
STATE_INDEXBUFFER);
The bound index buffer is changed there, and it needs to be restored for the
next draw. I forgot to add that because originally I planned to make the vbo
and state table things 2 patches, but that didn't work out right.
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