wined3d: Bind device framebuffer in ActivateContext
actong88 at gmail.com
Sun Nov 25 11:13:43 CST 2007
On Nov 25, 2007 7:15 AM, Stefan Dösinger <stefan at codeweavers.com> wrote:
> Am Sonntag, 25. November 2007 00:07:15 schrieb Allan Tong:
> > Fixes failures in visual tests for ddraw and d3d8 when using FBO
> > offscreen rendering mode.
> > - Allan
> This doesn't look right to me. It will most likely break overall FBO support.
> There is indeed a problem with the fbo and ActivateContext integration, but
> fixing this is more involved than just setting the framebuffer to 0.
Any hints where to start looking? The way I understand it,
ActivateContext will only try to set the draw buffer to GL_FRONT,
GL_BACK, or GL_AUX0, which should mean that at some point before that,
the framebuffer would need to be set to 0, or do I have that wrong?
Or is it that I didn't reset the framebuffer back to its previous
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