- Changed cocoa backend's s_currentRenderer to match PC version's 'currentrenderer' to address a possible Mac compilation issue.

This commit is contained in:
Rachael Alexanderson 2017-04-30 16:18:19 -04:00
parent 6e25c34fda
commit dfa5a3cd07

View file

@ -157,14 +157,14 @@ CUSTOM_CVAR(Bool, vid_autoswitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_
Printf("You must restart " GAMENAME " to apply graphics switching mode\n");
}
static int s_currentRenderer;
int currentrenderer;
CUSTOM_CVAR(Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
// 0: Software renderer
// 1: OpenGL renderer
if (self != s_currentRenderer)
if (self != currentrenderer)
{
switch (self)
{
@ -657,7 +657,7 @@ DFrameBuffer* CocoaVideo::CreateFrameBuffer(const int width, const int height, c
DFrameBuffer* fb = NULL;
if (1 == s_currentRenderer)
if (1 == currentrenderer)
{
fb = new OpenGLFrameBuffer(NULL, width, height, 32, 60, fullscreen);
}
@ -1360,13 +1360,13 @@ static void I_DeleteRenderer()
void I_CreateRenderer()
{
s_currentRenderer = vid_renderer;
currentrenderer = vid_renderer;
if (NULL == Renderer)
{
extern FRenderer* gl_CreateInterface();
Renderer = 1 == s_currentRenderer
Renderer = 1 == currentrenderer
? gl_CreateInterface()
: new FSoftwareRenderer;
atterm(I_DeleteRenderer);