Documentation volunteer(s) needed
oliver_stieber at yahoo.co.uk
Wed Sep 21 08:13:44 CDT 2005
--- Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> > I'm just about to put it into wined3d, I can have a look at backporting it
> > to d3d7 but the idea is to get d3d7 using wined3d at some point.
> That would be certainly interesting. Is wined3d ready for this yet? It would
> make much more sense to change this now instead of looking for bugs in D3D7
> when we know it will be removed in the not-so-far future.
It's almost ready for DirectX 8 but there quite a bit of work intergrating things with ddraw
surfaces before DirectX 7 can be moved over.
> > All you have to do is flag the backbuffer when it's cleared as cleared, and
> > then at the end of a drawing function flag the backbuffer as not cleared.
> > Then when you lock the backbuffer check the flag and if it's flagged as
> > cleared just memset the buffer to whatever the clear value is instead of
> > doing a glReadPixels (most of the time you don't need the memset because
> > the buffer is going to be completely rewritten, on my home pc without the
> > hack I get about 10fps max with 100% CPU load, with the hack I get 30fps
> > with about 30% CPU load)
> I'll look at this. Thanks
> > Hmm.. I haven't had any problems with that yet, so long as I'm actually
> > using GL_TEXTURE_2D and providing texture coordinates, in wined3d I
> > disable any texture states that aren't used:
> Sounds interesting. I'll have a look.
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