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@@ -1484,6 +1484,12 @@ framebuffer_copy_to_texture(Texture *tex, int z, const DisplayRegion *dr,
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return false;
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return false;
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}
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}
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DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
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DXTextureContext8 *dtc = DCAST(DXTextureContext8, tc);
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+ if (!dtc->create_texture(*_screen)) {
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+ // Oops, we can't re-create the texture for some reason.
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+ dxgsg8_cat.error()
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+ << "Unable to re-create texture " << *dtc->get_texture() << endl;
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+ return false;
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+ }
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if (tex->get_texture_type() != Texture::TT_2d_texture) {
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if (tex->get_texture_type() != Texture::TT_2d_texture) {
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// For a specialty texture like a cube map, go the slow route
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// For a specialty texture like a cube map, go the slow route
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