[PATCH] WineD3D uses the AutoDepthStencilFormat when EnableAutoDepthStencil is set for requesting a WGL pixel format with depth/stencil support. DDraw isn't setting this variable to TRUE and therefore never gets depth/stencil. Actually the flag originates from d3d8/d3d9 and because wined3d was inspired by that ddraw needs to set it. This patch fixes Dungeon Siege (12781), Forsaken and likely dozens of other prorams.

Roderick Colenbrander thunderbird2k at gmx.net
Thu May 1 18:46:03 CDT 2008


---
 dlls/ddraw/ddraw.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/ddraw/ddraw.c b/dlls/ddraw/ddraw.c
index 80c543c..7bf8047 100644
--- a/dlls/ddraw/ddraw.c
+++ b/dlls/ddraw/ddraw.c
@@ -3108,7 +3108,7 @@ IDirectDrawImpl_AttachD3DDevice(IDirectDrawImpl *This,
     localParameters.SwapEffect                      = WINED3DSWAPEFFECT_COPY;
     localParameters.hDeviceWindow                   = window;
     localParameters.Windowed                        = !(This->cooperative_level & DDSCL_FULLSCREEN);
-    localParameters.EnableAutoDepthStencil          = FALSE;
+    localParameters.EnableAutoDepthStencil          = TRUE;
     localParameters.AutoDepthStencilFormat          = WINED3DFMT_D16;
     localParameters.Flags                           = 0;
     localParameters.FullScreen_RefreshRateInHz      = WINED3DPRESENT_RATE_DEFAULT; /* Default rate: It's already set */
-- 
1.5.3.4


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