Tobias Jakobi : wined3d: Fix SHOW_FRAME_MAKEUP debug dump code.

Alexandre Julliard julliard at winehq.org
Fri Sep 12 07:01:48 CDT 2008


Module: wine
Branch: master
Commit: 6e1194f06ea163d0d6260f41a1cfe157efea82d2
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=6e1194f06ea163d0d6260f41a1cfe157efea82d2

Author: Tobias Jakobi <liquid.acid at gmx.net>
Date:   Wed Sep 10 13:25:35 2008 -0500

wined3d: Fix SHOW_FRAME_MAKEUP debug dump code.

---

 dlls/wined3d/drawprim.c |    8 ++++----
 1 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 068e082..2099bec 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1024,11 +1024,11 @@ void drawPrimitive(IWineD3DDevice *iface,
         if (primCounter >= 0) {
             WINED3DLOCKED_RECT r;
             char buffer[80];
-            IWineD3DSurface_LockRect(This->renderTarget, &r, NULL, WINED3DLOCK_READONLY);
+            IWineD3DSurface_LockRect(This->render_targets[0], &r, NULL, WINED3DLOCK_READONLY);
             sprintf(buffer, "/tmp/backbuffer_%d.tga", primCounter);
             TRACE("Saving screenshot %s\n", buffer);
-            IWineD3DSurface_SaveSnapshot(This->renderTarget, buffer);
-            IWineD3DSurface_UnlockRect(This->renderTarget);
+            IWineD3DSurface_SaveSnapshot(This->render_targets[0], buffer);
+            IWineD3DSurface_UnlockRect(This->render_targets[0]);
 
 #ifdef SHOW_TEXTURE_MAKEUP
            {
@@ -1076,7 +1076,7 @@ static void normalize_normal(float *n) {
  * attributes to numbered shader attributes, so we have to store them and rebind them as needed
  * in drawprim.
  *
- * To read back, the opengl feedback mode is used. This creates a proplem because we want
+ * To read back, the opengl feedback mode is used. This creates a problem because we want
  * untransformed, unlit vertices, but feedback runs everything through transform and lighting.
  * Thus disable lighting and set identity matrices to get unmodified colors and positions.
  * To overcome clipping find the biggest x, y and z values of the vertices in the patch and scale




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