wined3d: Bind device framebuffer in ActivateContext
stefan at codeweavers.com
Sun Nov 25 14:05:40 CST 2007
Am Sonntag, 25. November 2007 20:26:21 schrieb Roderick Colenbrander:
> Also don't forget that a lot of function calls (especially in surface.c)
> still mess with glDrawBuffer themselves. For a lot of calls this is
Yes, most of them should be removed now that ActivateContext takes care of
that. Some are needed, e.g. blt_to_texture_hwstretch switches to AUX0 / AUX1
to use it as a temporary buffer
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