- 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
|
|
@ -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);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue