Hi Stefan, On Tuesday 20 July 2010 00:01:13 Stefan Dösinger wrote: > Am 19.07.2010 um 21:24 schrieb Oldřich Jedlička: > > Hi Stefan, > > > > On Monday 19 July 2010 20:56:35 Stefan Dösinger wrote: > >> Allowing the creation of the surface is most likely not enough, the > >> backbuffer has to be useable after it has been created. Specifically, > >> when the app attaches the backbuffer to the frontbuffer(assuming this > >> works, needs a test) wined3d has to be made aware of the change - > >> there's a SetFrontBackBuffers method in the wined3d device to > >> reconfigure the primary swapchain. > > > > There is at least one game verified to work with CreateSurface method > > that allows creation of back buffers - Bulanci (Combat Pillows, bug > > #9008). But I have to admit that I don't know the internals of WineD3D, > > nor DirectX. > > You probably get away with not dealing with AddAttachedSurface by luck. > With the GDI 2D renderer ddraw passes the attached backbuffer explicitly > to wined3d. With the GL renderer you may not be so lucky because it may > render to an offscreen texture instead of the backbuffer.
This is unfortunately out of my scope (I've never done DirectX/OpenGL programming). I will need help in this area. I can have a look at the code to understand the difference (from the code perspective) between backbuffer and offscreen texture.
