Change RenderTarget global to be an internal swrenderer variable

This commit is contained in:
Magnus Norddahl 2017-01-15 03:19:03 +01:00
commit f9175561bb
10 changed files with 42 additions and 26 deletions

View file

@ -165,12 +165,12 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
// Adjust PSprite for fullscreen views
if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
if (camera->player && (swrenderer::RenderTarget != screen || viewheight == swrenderer::RenderTarget->GetHeight() || (swrenderer::RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
{
AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
if (weapon != nullptr && weapon->YAdjust != 0)
{
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
if (swrenderer::RenderTarget != screen || viewheight == swrenderer::RenderTarget->GetHeight())
{
texturemid -= weapon->YAdjust;
}
@ -338,7 +338,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
// Check for hardware-assisted 2D. If it's available, and this sprite is not
// fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
if (!noaccel && swrenderer::RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{
FRenderStyle style = visstyle.RenderStyle;
style.CheckFuzz();