- 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
|
|
@ -60,7 +60,7 @@ void PolyRenderer::RenderView(player_t *player)
|
|||
{
|
||||
using namespace swrenderer;
|
||||
|
||||
RenderTarget = screen;
|
||||
RenderTarget = screen->GetCanvas();
|
||||
|
||||
int width = SCREENWIDTH;
|
||||
int height = SCREENHEIGHT;
|
||||
|
|
@ -99,7 +99,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
|
|||
Threads.MainThread()->FlushDrawQueue();
|
||||
DrawerThreads::WaitForWorkers();
|
||||
|
||||
RenderTarget = screen;
|
||||
RenderTarget = screen->GetCanvas();
|
||||
R_ExecuteSetViewSize(Viewpoint, Viewwindow);
|
||||
float trueratio;
|
||||
ActiveRatio(width, height, &trueratio);
|
||||
|
|
@ -166,7 +166,7 @@ void PolyRenderer::SetSceneViewport()
|
|||
{
|
||||
using namespace swrenderer;
|
||||
|
||||
if (RenderTarget == screen) // Rendering to screen
|
||||
if (RenderTarget == screen->GetCanvas()) // Rendering to screen
|
||||
{
|
||||
int height;
|
||||
if (screenblocks >= 10)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue