forked from Mirrors/openclonk
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
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73c26114cb
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b36a9ec5b5
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@ -170,7 +170,6 @@ public:
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virtual CStdGLCtx *CreateContext(HWND, C4AbstractApp *) { return NULL; }
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#endif
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virtual bool OnResolutionChanged(unsigned int iXRes, unsigned int iYRes) = 0; // reinit clipper for new resolution
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virtual bool IsShaderific() { return false; }
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// Clipper
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bool GetPrimaryClipper(int &rX1, int &rY1, int &rX2, int &rY2);
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bool SetPrimaryClipper(int iX1, int iY1, int iX2, int iY2);
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@ -162,7 +162,6 @@ public:
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// General
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void Clear();
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void Default();
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virtual bool IsShaderific() { return true; }
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virtual bool OnResolutionChanged(unsigned int iXRes, unsigned int iYRes); // reinit clipper for new resolution
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// Clipper
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bool UpdateClipper(); // set current clipper to render target
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@ -38,7 +38,7 @@ bool C4LandscapeRenderClassic::ReInit(int32_t iWidth, int32_t iHeight)
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delete Surface32; Surface32 = NULL;
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Surface32 = new C4Surface();
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// without shaders, the FoW is only as detailed as the landscape has tiles.
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if(!Surface32->Create(iWidth, iHeight,false,pDraw->IsShaderific() ? 0 : 64, 0))
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if (!Surface32->Create(iWidth, iHeight, false, 0, 0))
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return false;
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// Safe back info
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this->iWidth = iWidth;
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