From c79533c43660b4afd25cc44ac2969bea7b3e5e06 Mon Sep 17 00:00:00 2001 From: ssdfasd <2156608475@qq.com> Date: Sun, 15 Mar 2026 15:15:59 +0800 Subject: [PATCH] =?UTF-8?q?fix:=20=E4=BF=AE=E5=A4=8D=E6=88=AA=E5=9B=BE?= =?UTF-8?q?=E5=B8=A7=E6=95=B0=E4=B8=8D=E4=B8=80=E8=87=B4=E9=97=AE=E9=A2=98?= =?UTF-8?q?=EF=BC=8C=E6=94=B9=E4=B8=BA30=E5=B8=A7?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- tests/D3D12/main.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tests/D3D12/main.cpp b/tests/D3D12/main.cpp index 27d06d31..d8ee8223 100644 --- a/tests/D3D12/main.cpp +++ b/tests/D3D12/main.cpp @@ -1120,13 +1120,13 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine staticMeshComponent.Render(commandList); // On screenshot frame, don't transition to PRESENT - keep RENDER_TARGET for screenshot - if (frameCount != 120) { + if (frameCount != 30) { EndRenderToSwapChain(commandList); } EndCommandList(); // On screenshot frame, don't Present - we'll screenshot before next frame - if (frameCount != 120) { + if (frameCount != 30) { SwapD3D12Buffers(); }