2014-05-10 12:40:01 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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2018-10-03 19:14:28 +00:00
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Copyright (C) 2014-2018 Robert Beckebans
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2022-02-21 15:29:53 +00:00
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Copyright (C) 2022 Stephen Pridham
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2014-05-10 12:40:01 +00:00
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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2017-09-03 08:22:36 +00:00
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#include "RenderCommon.h"
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2014-05-10 12:40:01 +00:00
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#include "Framebuffer.h"
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idList<Framebuffer*> Framebuffer::framebuffers;
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globalFramebuffers_t globalFramebuffers;
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2022-02-21 15:29:53 +00:00
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Framebuffer* Framebuffer::Find( const char* name )
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{
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for( int i = 0; i < framebuffers.Num(); i++ )
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{
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if( idStr::Icmp( framebuffers[i]->fboName, name ) == 0 )
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{
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return framebuffers[i];
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}
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}
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return nullptr;
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}
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