- merged the nearly identical wrapper texture classes for the software render and the wiper.
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6dc47ff328
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98e111eba0
7 changed files with 29 additions and 45 deletions
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@ -497,28 +497,6 @@ void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()
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GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
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}
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//==========================================================================
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//
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// This is just a wrapper around the hardware texture being extracted below so that it can be passed to the 2D code.
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//
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//==========================================================================
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class FGLWipeTexture : public FTexture
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{
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public:
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FGLWipeTexture(int w, int h)
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{
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Width = w;
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Height = h;
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WidthBits = 4;
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UseType = ETextureType::SWCanvas;
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bNoCompress = true;
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SystemTexture[0] = screen->CreateHardwareTexture(this);
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}
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};
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//==========================================================================
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//
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// OpenGLFrameBuffer :: WipeStartScreen
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@ -533,7 +511,7 @@ FTexture *OpenGLFrameBuffer::WipeStartScreen()
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{
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const auto &viewport = screen->mScreenViewport;
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FGLWipeTexture *tex = new FGLWipeTexture(viewport.width, viewport.height);
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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tex->SystemTexture[0]->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
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glFinish();
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static_cast<FHardwareTexture*>(tex->SystemTexture[0])->Bind(0, false, false);
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@ -555,7 +533,7 @@ FTexture *OpenGLFrameBuffer::WipeEndScreen()
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{
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GLRenderer->Flush();
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const auto &viewport = screen->mScreenViewport;
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FGLWipeTexture *tex = new FGLWipeTexture(viewport.width, viewport.height);
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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tex->SystemTexture[0]->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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glFinish();
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static_cast<FHardwareTexture*>(tex->SystemTexture[0])->Bind(0, false, false);
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