--- Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Hello, > > > I'm just about to put it into wined3d, I can have a look at backporting it > > to d3d7 but the idea is to get d3d7 using wined3d at some point. > That would be certainly interesting. Is wined3d ready for this yet? It would > make much more sense to change this now instead of looking for bugs in D3D7 > when we know it will be removed in the not-so-far future. > It's almost ready for DirectX 8 but there quite a bit of work intergrating things with ddraw surfaces before DirectX 7 can be moved over.
> > All you have to do is flag the backbuffer when it's cleared as cleared, and > > then at the end of a drawing function flag the backbuffer as not cleared. > > Then when you lock the backbuffer check the flag and if it's flagged as > > cleared just memset the buffer to whatever the clear value is instead of > > doing a glReadPixels (most of the time you don't need the memset because > > the buffer is going to be completely rewritten, on my home pc without the > > hack I get about 10fps max with 100% CPU load, with the hack I get 30fps > > with about 30% CPU load) > I'll look at this. Thanks > http://www.winehq.org/pipermail/wine-patches/2005-September/020829.html > > Hmm.. I haven't had any problems with that yet, so long as I'm actually > > using GL_TEXTURE_2D and providing texture coordinates, in wined3d I > > disable any texture states that aren't used: > Sounds interesting. I'll have a look. > > Stefan > ___________________________________________________________ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com