Rename some internal/unused draw2DImage function in COpenGLDriver to draw2DImageQuad to avoid warnings.

Also added a bit documentation about what it's purpose seems to be (hope I got it right...).


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6336 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-04-15 18:36:56 +00:00
parent c5b349ddb0
commit fc1e2c3b91
3 changed files with 7 additions and 4 deletions

View File

@ -318,7 +318,7 @@ public:
glClear(GL_COLOR_BUFFER_BIT);
Driver->draw2DImage(this, layer, true);
Driver->draw2DImageQuad(this, layer, true);
IImage* tmpImage = Driver->createImage(ECF_A8R8G8B8, Size);
glReadPixels(0, 0, Size.Width, Size.Height, GL_RGBA, GL_UNSIGNED_BYTE, tmpImage->getData());

View File

@ -1444,7 +1444,7 @@ void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::rect
}
void COpenGLDriver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
void COpenGLDriver::draw2DImageQuad(const video::ITexture* texture, u32 layer, bool flip)
{
if (!texture || !CacheHandler->getTextureCache().set(0, texture))
return;
@ -3968,7 +3968,7 @@ IImage* COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RE
if (format==video::ECF_UNKNOWN)
format=getColorFormat();
// TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
// TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
if (IImage::isCompressedFormat(format) || IImage::isDepthFormat(format) || IImage::isFloatingPointFormat(format) || format >= ECF_R8)
return 0;

View File

@ -147,7 +147,10 @@ namespace video
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) IRR_OVERRIDE;
virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);
// Was some helper function used in previous texture locking. Currently not accessible for users
// and also no longer needed internally (unless we switch back to old texture lock code).
// It seems to draw the texture to a fullscreen quad. Also allows drawing one side of a cubemap texture.
void draw2DImageQuad(const video::ITexture* texture, u32 layer, bool flip);
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired.