- 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:
Christoph Oelckers 2018-03-27 14:14:46 +02:00
commit c06ad5c59c
14 changed files with 43 additions and 51 deletions

View file

@ -188,7 +188,7 @@ void OpenGLFrameBuffer::Update()
if (clientWidth > 0 && clientHeight > 0 && (Width != clientWidth || Height != clientHeight))
{
// Do not call Resize here because it's only for software canvases
Pitch = Width = clientWidth;
Width = clientWidth;
Height = clientHeight;
V_OutputResized(Width, Height);
GLRenderer->mVBO->OutputResized(Width, Height);