- 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.
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14 changed files with 43 additions and 51 deletions
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@ -69,7 +69,7 @@ namespace swrenderer
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if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
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{
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realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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if (renderTarget == screen && (renderTarget->IsBgra() || ((DFrameBuffer *)screen->Accel2D && r_shadercolormaps)))
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if (renderTarget == screen->GetCanvas() && (renderTarget->IsBgra() || ((DFrameBuffer *)screen->Accel2D && r_shadercolormaps)))
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{
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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