> This is a better patch which shows the source of the problem and
> implements the correct behaviour of GetDepthStencilSurface. But there
> is a problem in function IWineD3DDeviceImpl_GetDepthStencilSurface.
> This couldn't return the value which we need (see test cases). So
> anyone a suggestion?
Andrew Fenn schrieb:
I'm really stumped on why this even works because after writing a test
(attached) and running on windows it shows that ppZStencilSurface IS
getting set to null when D3DERR_NOTFOUND is returned.
Could it be that there is something else behind this problem which is
unrelated t
Andrew Fenn schrieb:
I'm really stumped on why this even works because after writing a test
(attached) and running on windows it shows that ppZStencilSurface IS
getting set to null when D3DERR_NOTFOUND is returned.
Could it be that there is something else behind this problem which is
unrelated t
I'm really stumped on why this even works because after writing a test
(attached) and running on windows it shows that ppZStencilSurface IS
getting set to null when D3DERR_NOTFOUND is returned.
Could it be that there is something else behind this problem which is
unrelated to what I have been look
> When IWineD3DDevice_GetDepthStencilSurface returns WINED3DERR_NOTFOUND
> it was setting ppZStencilSurface to null. This was the cause of
> rendering issues with the 3d models in spore.
Can you write a test for this? I think we have some depth stencil tests in
dlls/d3d9/tests/device.c which you c
Any reason this isn't tested? I don't know about this function in
particular, but there have been games that were confused by NOT clearing
output to NULL on error (not in GetDepthStencilSurface though).
Also regardless of setting or not-setting to NULL, the warning may have
its uses when readin