Repository navigation
Conversation
… Set_Render_Target
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Device reset: the device still had vertex/index buffers, textures and possibly a custom render target
bound when
Reset()was called, which crashed the runtime inDestroyResource. These are now unboundon the device and the default back buffer is restored before resetting.
Shutdown: camera shakes are now cleared when the view is destroyed, while their memory pool is still
alive, instead of in a static destructor at exit. Threads that exit after the thread list has been
destroyed no longer touch it.
Also guards a missing tint envelope in Overlord tank/truck draw and clamps tree partition indices
when a unit moves.