- moved all 'present' functions into FGLRenderer.

This list of functions contained half of the existing references to the global GLRenderer variable.
This commit is contained in:
Christoph Oelckers 2018-10-28 22:36:52 +01:00
commit 9b56f407dd
3 changed files with 76 additions and 62 deletions

View file

@ -157,7 +157,7 @@ void FGLRenderer::Flush()
FGLDebug::PushGroup("PresentEyes");
// Note: This here is the ONLY place in the entire engine where the OpenGL dependent parts of the Stereo3D code need to be dealt with.
// There's absolutely no need to create a overly complex class hierarchy for just this.
GLRenderer->PresentStereo();
PresentStereo();
FGLDebug::PopGroup();
}
}
@ -200,7 +200,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
{
glViewport(box.left, box.top, box.width, box.height);
GLRenderer->mBuffers->BindDitherTexture(1);
mBuffers->BindDitherTexture(1);
glActiveTexture(GL_TEXTURE0);
if (ViewportLinearScale())