Don't use a depth buffer on swap

TRAC #12160 This prevents the draw call from failing when the depth buffer isn't as large as the render target. Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@238 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 00035fe1
...@@ -136,6 +136,7 @@ void Surface::swap() ...@@ -136,6 +136,7 @@ void Surface::swap()
device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE); device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE);
device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1); device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
device->SetRenderTarget(0, mBackBuffer); device->SetRenderTarget(0, mBackBuffer);
device->SetDepthStencilSurface(NULL);
// Render the texture upside down into the back buffer // Render the texture upside down into the back buffer
float quad[4][6] = {{ 0 - 0.5f, 0 - 0.5f, 0.0f, 1.0f, 0.0f, 1.0f}, float quad[4][6] = {{ 0 - 0.5f, 0 - 0.5f, 0.0f, 1.0f, 0.0f, 1.0f},
......
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