- remove all usage of std::make_unique to keep things C++11 compliant
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bdf02ea67c
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f049e6145b
7 changed files with 33 additions and 33 deletions
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@ -60,21 +60,21 @@ namespace swrenderer
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{
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Scene = scene;
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MainThread = mainThread;
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FrameMemory = std::make_unique<RenderMemory>();
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Viewport = std::make_unique<RenderViewport>();
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Light = std::make_unique<LightVisibility>();
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DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
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OpaquePass = std::make_unique<RenderOpaquePass>(this);
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TranslucentPass = std::make_unique<RenderTranslucentPass>(this);
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SpriteList = std::make_unique<VisibleSpriteList>();
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Portal = std::make_unique<RenderPortal>(this);
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Clip3D = std::make_unique<Clip3DFloors>(this);
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PlayerSprites = std::make_unique<RenderPlayerSprites>(this);
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PlaneList = std::make_unique<VisiblePlaneList>(this);
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DrawSegments = std::make_unique<DrawSegmentList>(this);
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ClipSegments = std::make_unique<RenderClipSegment>();
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tc_drawers = std::make_unique<SWTruecolorDrawers>(DrawQueue);
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pal_drawers = std::make_unique<SWPalDrawers>(DrawQueue);
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FrameMemory.reset(new RenderMemory());
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Viewport.reset(new RenderViewport());
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Light.reset(new LightVisibility());
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DrawQueue.reset(new DrawerCommandQueue(FrameMemory.get()));
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OpaquePass.reset(new RenderOpaquePass(this));
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TranslucentPass.reset(new RenderTranslucentPass(this));
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SpriteList.reset(new VisibleSpriteList());
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Portal.reset(new RenderPortal(this));
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Clip3D.reset(new Clip3DFloors(this));
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PlayerSprites.reset(new RenderPlayerSprites(this));
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PlaneList.reset(new VisiblePlaneList(this));
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DrawSegments.reset(new DrawSegmentList(this));
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ClipSegments.reset(new RenderClipSegment());
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tc_drawers.reset(new SWTruecolorDrawers(DrawQueue));
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pal_drawers.reset(new SWPalDrawers(DrawQueue));
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}
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RenderThread::~RenderThread()
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