- Moved the code that renders the view from D_Display into a virtual function
of the frame buffer so I can get rid of the last remaining renderer check outside the display code in GZDoom. - made V_SetResolution a virtual function in IVideo. It's probably not a perfect solution but at least it allows overriding it (which I need in GZDoom.) Note: There's a lot of redundancy between hardware.cpp/h in the SDL and Win32 folders so some cleaning up might be a good idea. SVN r692 (trunk)
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6 changed files with 36 additions and 9 deletions
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@ -89,6 +89,7 @@
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#include "st_start.h"
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#include "templates.h"
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#include "teaminfo.h"
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#include "hardware.h"
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// MACROS ------------------------------------------------------------------
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@ -466,7 +467,7 @@ void D_Display ()
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if (setmodeneeded)
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{
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// Change screen mode.
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if (V_SetResolution (NewWidth, NewHeight, NewBits))
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if (Video->SetResolution (NewWidth, NewHeight, NewBits))
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{
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// Recalculate various view parameters.
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setsizeneeded = true;
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@ -556,10 +557,7 @@ void D_Display ()
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screen->SetBlendingRect(viewwindowx, viewwindowy,
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viewwindowx + realviewwidth, viewwindowy + realviewheight);
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P_CheckPlayerSprites();
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R_RenderActorView (players[consoleplayer].mo);
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R_DetailDouble (); // [RH] Apply detail mode expansion
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// [RH] Let cameras draw onto textures that were visible this frame.
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FCanvasTextureInfo::UpdateAll ();
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screen->RenderView(&players[consoleplayer]);
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if ((hw2d = screen->Begin2D(viewactive)))
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{
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// Redraw everything every frame when using 2D accel
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