- made the translation container a class.
This also splits off some Doom-specific implementation details into higher level headers.
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520a96033b
commit
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32 changed files with 293 additions and 375 deletions
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@ -475,7 +475,7 @@ FTexture *OpenGLFrameBuffer::WipeStartScreen()
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const auto &viewport = screen->mScreenViewport;
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
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tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, "WipeStartScreen");
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glFinish();
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static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
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@ -497,7 +497,7 @@ FTexture *OpenGLFrameBuffer::WipeEndScreen()
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GLRenderer->Flush();
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const auto &viewport = screen->mScreenViewport;
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, "WipeEndScreen");
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glFinish();
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static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
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GLRenderer->mBuffers->BindCurrentFB();
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