Am Dienstag 25 Juli 2006 16:39 schrieb H. Verbeet:
On 25/07/06, Stefan Dösinger
<stefan(a)codeweavers.com> wrote:
I have written this function while debugging the
font issue in
Battlefield 1942. It writes the surface contents unmodified in a .dds
file which can be read by the dxtex utility in the DirectX sdk, and a few
Linux applications. It doesn't have to convert the surface's content, so
it minimizes possible bugs in the dumping code. I have #if 0 -ed the code
because it is only needed for debugging and can be activated as needed,
but I think it can be quite useful to debug issues with compressed
surfaces.
Why is this in surface_gdi.c instead of surface.c?
Because unlike
IWineD3DSurface_SaveSnapshot it doesn't save the contents of
the GL texture, but the content of the local surface memory. The opengl
version of this file would read the compressed opengl data back and write it
to the file.