Implemented fast rendering to a texture using glCopyTexImage2D
Fixed SetViewport.
Fixed SetRenderTarget (based on Jason Edmeades' work).
Improved trace.
diff --git a/dlls/d3d8/utils.c b/dlls/d3d8/utils.c
index c8ceacb..3133998 100644
--- a/dlls/d3d8/utils.c
+++ b/dlls/d3d8/utils.c
@@ -653,14 +653,17 @@
case D3DTA_TFACTOR: *source = GL_CONSTANT_EXT;
break;
case D3DTA_SPECULAR:
- /**
+ /*
* According to the GL_ARB_texture_env_combine specs, SPECULAR is
* 'Secondary color' and isn't supported until base GL supports it
* There is no concept of temp registers as far as I can tell
*/
+ FIXME("Unhandled texture arg D3DTA_SPECULAR\n");
+ *source = GL_TEXTURE;
+ break;
default:
- FIXME("Unrecognized or unhandled texture arg %ld\n", iValue);
+ FIXME("Unrecognized texture arg %ld\n", iValue);
*source = GL_TEXTURE;
}
}