- use a unique_ptr for the GL debug object.
This doesn’t get shared and the containing class doesn’t need to be copied so this is sufficient.
This commit is contained in:
parent
989dcfcf1c
commit
c7798d5503
3 changed files with 2 additions and 5 deletions
|
|
@ -20,7 +20,6 @@ class OpenGLFrameBuffer : public SystemGLFrameBuffer
|
|||
|
||||
public:
|
||||
|
||||
explicit OpenGLFrameBuffer() {}
|
||||
OpenGLFrameBuffer(void *hMonitor, bool fullscreen) ;
|
||||
~OpenGLFrameBuffer();
|
||||
bool CompileNextShader() override;
|
||||
|
|
@ -66,7 +65,7 @@ public:
|
|||
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
|
||||
|
||||
bool HWGammaActive = false; // Are we using hardware or software gamma?
|
||||
std::shared_ptr<FGLDebug> mDebug; // Debug API
|
||||
std::unique_ptr<FGLDebug> mDebug; // Debug API
|
||||
|
||||
FTexture *WipeStartScreen() override;
|
||||
FTexture *WipeEndScreen() override;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue