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@@ -92,7 +92,7 @@ begin_frame(FrameMode mode, Thread *current_thread) {
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begin_render_texture();
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clear_cube_map_selection();
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}
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-
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+
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_gsg->set_current_properties(&get_fb_properties());
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return _gsg->begin_frame(current_thread);
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}
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@@ -402,28 +402,14 @@ close_buffer() {
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DXGraphicsStateGuardian9 *dxgsg;
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DCAST_INTO_V(dxgsg, _gsg);
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- DXTextureContext9 *dx_texture_context9;
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-
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- dx_texture_context9 = _dx_texture_context9;
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- if (dx_texture_context9) {
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- // release render texture
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- if (dx_texture_context9 -> _d3d_texture) {
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- dx_texture_context9 -> _d3d_texture -> Release ( );
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- }
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- dx_texture_context9 -> _d3d_texture = NULL;
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- dx_texture_context9 -> _d3d_2d_texture = NULL;
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- dx_texture_context9 -> _d3d_volume_texture = NULL;
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- dx_texture_context9 -> _d3d_cube_texture = NULL;
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-
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- _dx_texture_context9 = NULL;
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- }
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+ _dx_texture_context9 = NULL;
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// release new depth stencil buffer if one was created
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if (this -> _new_z_stencil_surface) {
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this -> _new_z_stencil_surface -> Release ( );
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this -> _new_z_stencil_surface = NULL;
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}
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-
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+
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_gsg.clear();
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_active = false;
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}
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