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https://github.com/OpenRCT2/OpenRCT2
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Fix indentation
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@@ -935,26 +935,28 @@ void OpenGLDrawingContext::FlushLines() {
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}
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}
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void OpenGLDrawingContext::FlushImages() {
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void OpenGLDrawingContext::FlushImages() {
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for (const auto& command : _commandBuffers.images) {
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// DEBUG: disabled until new array based texture cache is finished
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/*for (const auto& command : _commandBuffers.images) {
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_drawImageShader->Use();
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_drawImageShader->Use();
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_drawImageShader->SetClip(command.clip[0], command.clip[1], command.clip[2], command.clip[3]);
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_drawImageShader->SetClip(command.clip[0], command.clip[1], command.clip[2], command.clip[3]);
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_drawImageShader->SetTexture(command.texColour);
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_drawImageShader->SetTexture(command.texColour);
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_drawImageShader->SetFlags(command.flags);
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_drawImageShader->SetFlags(command.flags);
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_drawImageShader->SetColour(command.colour);
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_drawImageShader->SetColour(command.colour);
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_drawImageShader->Draw(command.bounds[0], command.bounds[1], command.bounds[2], command.bounds[3]);
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_drawImageShader->Draw(command.bounds[0], command.bounds[1], command.bounds[2], command.bounds[3]);
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}
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}*/
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_commandBuffers.images.clear();
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_commandBuffers.images.clear();
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}
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}
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void OpenGLDrawingContext::FlushMaskedImages() {
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void OpenGLDrawingContext::FlushMaskedImages() {
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for (const auto& command : _commandBuffers.maskedImages) {
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// DEBUG: disabled until new array based texture cache is finished
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/*for (const auto& command : _commandBuffers.maskedImages) {
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_drawImageMaskedShader->Use();
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_drawImageMaskedShader->Use();
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_drawImageMaskedShader->SetClip(command.clip[0], command.clip[1], command.clip[2], command.clip[3]);
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_drawImageMaskedShader->SetClip(command.clip[0], command.clip[1], command.clip[2], command.clip[3]);
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_drawImageMaskedShader->SetTextureMask(command.texMask);
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_drawImageMaskedShader->SetTextureMask(command.texMask);
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_drawImageMaskedShader->SetTextureColour(command.texColour);
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_drawImageMaskedShader->SetTextureColour(command.texColour);
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_drawImageMaskedShader->Draw(command.bounds[0], command.bounds[1], command.bounds[2], command.bounds[3]);
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_drawImageMaskedShader->Draw(command.bounds[0], command.bounds[1], command.bounds[2], command.bounds[3]);
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}
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}*/
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_commandBuffers.maskedImages.clear();
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_commandBuffers.maskedImages.clear();
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}
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}
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