From d1e6e81bbe91477c85a53f7adbc929c948bf50ca Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Sat, 18 Nov 2006 17:08:03 +0100 Subject: [PATCH] wined3d: Make sure render target textures aren't bound when we start drawing. --- dlls/wined3d/device.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 14dc80188e4..1815e26e27d 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -7021,6 +7021,7 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE); + glBindTexture(target, 0); GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0)); checkGLcall("glFramebufferTexture2DEXT()"); @@ -7051,6 +7052,7 @@ static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render glBindTexture(target, rtimpl->glDescription.textureName); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glBindTexture(target, 0); GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0)); checkGLcall("glFramebufferTexture2DEXT()"); -- 2.11.4.GIT