|
|
@@ -1706,14 +1706,12 @@ fill_d3d_texture_pixels(DXScreenData &scrn) {
|
|
|
IDirect3DSurface9 *depth_stencil_surface;
|
|
|
|
|
|
// turn off depth stencil when clearing texture if it exists
|
|
|
+ depth_stencil_surface = 0;
|
|
|
if (device -> GetDepthStencilSurface (&depth_stencil_surface) == D3D_OK) {
|
|
|
if (device -> SetDepthStencilSurface (NULL) == D3D_OK) {
|
|
|
|
|
|
}
|
|
|
}
|
|
|
- else {
|
|
|
- depth_stencil_surface = 0;
|
|
|
- }
|
|
|
|
|
|
if (device -> SetRenderTarget (0, surface) == D3D_OK) {
|
|
|
DWORD flags;
|
|
|
@@ -1727,6 +1725,7 @@ fill_d3d_texture_pixels(DXScreenData &scrn) {
|
|
|
|
|
|
// restore depth stencil
|
|
|
if (depth_stencil_surface) {
|
|
|
+ device -> SetDepthStencilSurface (depth_stencil_surface);
|
|
|
depth_stencil_surface -> Release();
|
|
|
}
|
|
|
|