C4Draw: Remove C4Draw::IsShaderific()

In a surprising touch, using shaders to affect pretty much every pixel
that gets drawn on screen means there is little reason for code to ask
the renderer if it knows about shaders.
shapetextures
Nicolas Hake 2015-12-15 18:29:54 +01:00
parent 73c26114cb
commit b36a9ec5b5
3 changed files with 1 additions and 3 deletions

View File

@ -170,7 +170,6 @@ public:
virtual CStdGLCtx *CreateContext(HWND, C4AbstractApp *) { return NULL; }
#endif
virtual bool OnResolutionChanged(unsigned int iXRes, unsigned int iYRes) = 0; // reinit clipper for new resolution
virtual bool IsShaderific() { return false; }
// Clipper
bool GetPrimaryClipper(int &rX1, int &rY1, int &rX2, int &rY2);
bool SetPrimaryClipper(int iX1, int iY1, int iX2, int iY2);

View File

@ -162,7 +162,6 @@ public:
// General
void Clear();
void Default();
virtual bool IsShaderific() { return true; }
virtual bool OnResolutionChanged(unsigned int iXRes, unsigned int iYRes); // reinit clipper for new resolution
// Clipper
bool UpdateClipper(); // set current clipper to render target

View File

@ -38,7 +38,7 @@ bool C4LandscapeRenderClassic::ReInit(int32_t iWidth, int32_t iHeight)
delete Surface32; Surface32 = NULL;
Surface32 = new C4Surface();
// without shaders, the FoW is only as detailed as the landscape has tiles.
if(!Surface32->Create(iWidth, iHeight,false,pDraw->IsShaderific() ? 0 : 64, 0))
if (!Surface32->Create(iWidth, iHeight, false, 0, 0))
return false;
// Safe back info
this->iWidth = iWidth;