- separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw. These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated. The software render buffer is now a canvas object owned by the FrameBuffer. Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
This commit is contained in:
parent
bb9283a9af
commit
c06ad5c59c
14 changed files with 43 additions and 51 deletions
|
|
@ -771,7 +771,6 @@ static int f_y;
|
|||
// size of window on screen
|
||||
static int f_w;
|
||||
static int f_h;
|
||||
static int f_p; // [RH] # of bytes from start of a line to start of next
|
||||
|
||||
static int amclock;
|
||||
|
||||
|
|
@ -3222,7 +3221,6 @@ void AM_Drawer (int bottom)
|
|||
f_x = f_y = 0;
|
||||
f_w = screen->GetWidth ();
|
||||
f_h = bottom;
|
||||
f_p = screen->GetPitch ();
|
||||
|
||||
AM_clearFB(AMColors[AMColors.Background]);
|
||||
}
|
||||
|
|
@ -3232,7 +3230,6 @@ void AM_Drawer (int bottom)
|
|||
f_y = viewwindowy;
|
||||
f_w = viewwidth;
|
||||
f_h = viewheight;
|
||||
f_p = screen->GetPitch ();
|
||||
}
|
||||
AM_activateNewScale();
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue