[PATCH] Make sure the p8 shader is set to 0 after destroying the main render target. This fixes a render target recreation problem in Age of Empires II.
Roderick Colenbrander
thunderbird2k at gmx.net
Thu Nov 8 15:51:01 CST 2007
---
dlls/wined3d/device.c | 1 +
1 files changed, 1 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index dd6bde8..696da13 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2128,6 +2128,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
/* Delete the palette conversion shader if it is around */
if(This->paletteConversionShader) {
GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
+ This->paletteConversionShader = 0;
}
/* Delete the pbuffer context if there is any */
--
1.5.2.4
--========GMX26671119456042250512--
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