- Changed call to R_DrawRemainingPlayerSprites into a virtual function

of DFrameBuffer because its implementation is specific to the software
  renderer and needs to be overridable.

SVN r1859 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-20 06:23:10 +00:00
parent b8eb530a0d
commit d51c0c047d
4 changed files with 20 additions and 1 deletions

View file

@ -1,3 +1,8 @@
September 20, 2009 (Changes by Graf Zahl)
- Changed call to R_DrawRemainingPlayerSprites into a virtual function
of DFrameBuffer because its implementation is specific to the software
renderer and needs to be overridable.
September 19, 2009
- Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).

View file

@ -681,7 +681,7 @@ void D_Display ()
SB_state = screen->GetPageCount();
BorderNeedRefresh = screen->GetPageCount();
}
R_DrawRemainingPlayerSprites();
screen->DrawRemainingPlayerSprites();
screen->DrawBlendingRect();
if (automapactive)
{

View file

@ -1258,6 +1258,17 @@ void DFrameBuffer::WriteSavePic (player_t *player, FILE *file, int width, int he
delete pic;
}
//===========================================================================
//
//
//
//===========================================================================
void DFrameBuffer::DrawRemainingPlayerSprites()
{
R_DrawRemainingPlayerSprites();
}
FNativePalette::~FNativePalette()

View file

@ -348,6 +348,9 @@ public:
// renders view to a savegame picture
virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
// draws player sprites with hardware acceleration (only useful for software rendering)
virtual void DrawRemainingPlayerSprites();
bool Accel2D; // If true, 2D drawing can be accelerated.
// Begin 2D drawing operations. This is like Update, but it doesn't end