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added an option to copy textures from the EFB to system memory. this is slower but shouldn't cause the compatibility issues the previous method of copying them directly to a GL texture has. the new method can be tested by disabling "copy EFB to texture" in the hacks section. the new method still needs some tweaks.
fixed some off-by-one errors in the EFB to texture copy and the scissor box. also fixed a couple asserts I was getting in the volume directory stuff. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1853 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -627,7 +627,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
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GL_REPORT_ERRORD();
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//SaveTexture("frame.tga", GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h);
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//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, Renderer::GetZBufferTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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//SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, bFromZBuffer?Renderer::GetZBufferTarget():Renderer::GetRenderTarget(), Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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}
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void TextureMngr::EnableTex2D(int stage)
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@ -670,3 +670,10 @@ void TextureMngr::DisableStage(int stage)
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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}
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}
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void TextureMngr::ClearRenderTargets()
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{
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TexCache::iterator iter = textures.begin();
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for (; iter!=textures.end(); iter++)
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iter->second.isRenderTarget = false;
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}
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