- moved viewport code to DFrameBuffer.

This commit is contained in:
Christoph Oelckers 2018-05-12 17:23:56 +02:00
commit c2a7a4bf30
16 changed files with 245 additions and 208 deletions

View file

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