- moved viewport code to DFrameBuffer.
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f17f8c9359
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c2a7a4bf30
16 changed files with 245 additions and 208 deletions
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@ -115,7 +115,7 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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return false;
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}
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const auto &viewport = GLRenderer->mScreenViewport;
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const auto &viewport = screen->mScreenViewport;
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wipestartscreen = new FHardwareTexture(true);
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wipestartscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
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GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
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@ -163,7 +163,7 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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void OpenGLFrameBuffer::WipeEndScreen()
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{
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GLRenderer->Flush();
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const auto &viewport = GLRenderer->mScreenViewport;
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const auto &viewport = screen->mScreenViewport;
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wipeendscreen = new FHardwareTexture(true);
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wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
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@ -206,7 +206,7 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
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if (FGLRenderBuffers::IsEnabled())
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{
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GLRenderer->mBuffers->BindCurrentFB();
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const auto &bounds = GLRenderer->mScreenViewport;
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const auto &bounds = screen->mScreenViewport;
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glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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}
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