Merge pull request #635 from just-bank/engine-fixes

Various engine fixes
This commit is contained in:
Thomas Fischer 2014-05-23 14:09:00 +02:00
commit cd978039ac
37 changed files with 106 additions and 86 deletions

View file

@ -444,7 +444,7 @@ const String GFXD3D9ShaderConstBuffer::describeSelf() const
GenericConstBufferLayout::ParamDesc pd;
mVertexConstBufferLayoutF->getDesc(i, pd);
ret += String::ToString(" Constant name: %s", pd.name);
ret += String::ToString(" Constant name: %s", pd.name.c_str());
}
return ret;

View file

@ -236,7 +236,7 @@ void GFXD3D9TextureManager::_innerCreateTexture( GFXD3D9TextureObject *retTex,
// If this is a render target, and it wants AA or wants to match the backbuffer (for example, to share the z)
// Check the caps though, if we can't stretchrect between textures, use the old RT method. (Which hopefully means
// that they can't force AA on us as well.)
if (retTex->mProfile->isRenderTarget() && mslevel != 0 && (mDeviceCaps.Caps2 && D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES))
if (retTex->mProfile->isRenderTarget() && mslevel != 0 && (mDeviceCaps.Caps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES))
{
D3D9Assert(mD3DDevice->CreateRenderTarget(width, height, d3dTextureFormat,
mstype, mslevel, false, retTex->getSurfacePtr(), NULL),

View file

@ -74,6 +74,7 @@ public:
/// Constructor.
ScreenShot();
virtual ~ScreenShot() { }
/// Used to start the screenshot capture.
void setPending( const char *filename, bool writeJPG, S32 tiles, F32 overlap );

View file

@ -221,6 +221,8 @@ protected:
// List with bitmaps which are done encoding
ThreadSafeDeque< GBitmap* > mProcessedBitmaps;
public:
virtual ~VideoEncoder() { }
// Stores an encoded bitmap to be dealt with later
void pushProcessedBitmap( GBitmap* bitmap );