- 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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a9dc8ddce3
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6 changed files with 36 additions and 9 deletions
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@ -1008,6 +1008,21 @@ void DFrameBuffer::CopyPixelData(BYTE * buffer, int texpitch, int texheight, int
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}
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}
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//===========================================================================
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//
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// Render the view
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//
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//===========================================================================
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void DFrameBuffer::RenderView(player_t *player)
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{
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R_RenderActorView (player->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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}
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FNativePalette::~FNativePalette()
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{
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}
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@ -1106,7 +1121,7 @@ bool V_DoModeSetup (int width, int height, int bits)
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return true;
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}
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bool V_SetResolution (int width, int height, int bits)
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bool IVideo::SetResolution (int width, int height, int bits)
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{
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int oldwidth, oldheight;
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int oldbits;
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@ -1253,7 +1268,7 @@ void V_Init2()
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I_InitGraphics();
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I_ClosestResolution (&width, &height, 8);
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if (!V_SetResolution (width, height, 8))
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if (!Video->SetResolution (width, height, 8))
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I_FatalError ("Could not set resolution to %d x %d x %d", width, height, 8);
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else
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Printf ("Resolution: %d x %d\n", SCREENWIDTH, SCREENHEIGHT);
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