Changelog
If swap mode is discard, clear the backbuffer before moving onto the next frame
Jason
diff -u3 dlls/d3d8/dx97/device.c dlls/d3d8/device.c --- dlls/d3d8/dx97/device.c 2003-11-16 14:23:41.000000000 +0000 +++ dlls/d3d8/device.c 2003-11-16 15:24:33.000000000 +0000 @@ -483,6 +483,9 @@ ENTER_GL(); + if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect); + + glXSwapBuffers(This->display, This->drawable); /* Dont call checkGLcall, as glGetError is not applicable here */ TRACE("glXSwapBuffers called, Starting new frame\n"); @@ -541,6 +544,11 @@ #endif LEAVE_GL(); + /* Although this is not strictly required, a simple demo showed this does occur + on (at least non-debug) d3d */ + if (This->PresentParms.SwapEffect == D3DSWAPEFFECT_DISCARD) { + IDirect3DDevice8Impl_Clear(iface, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0); + } return D3D_OK; }