Making the API simpler, scaling is always defined as linear interpolation and should be supported as much as possible on all renderers.
--HG-- extra : rebase_source : 4edac7fd162a2eb37a50159b958db37a03e944a5
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22 changed files with 9 additions and 544 deletions
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@ -57,8 +57,6 @@ static int DirectFB_SetTextureColorMod(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static int DirectFB_SetTextureBlendMode(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static int DirectFB_SetTextureScaleMode(SDL_Renderer * renderer,
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SDL_Texture * texture);
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static int DirectFB_UpdateTexture(SDL_Renderer * renderer,
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SDL_Texture * texture,
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const SDL_Rect * rect,
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@ -104,8 +102,6 @@ SDL_RenderDriver DirectFB_RenderDriver = {
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SDL_TEXTUREMODULATE_ALPHA),
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(SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK | SDL_BLENDMODE_BLEND |
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SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
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(SDL_SCALEMODE_NONE | SDL_SCALEMODE_FAST |
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SDL_SCALEMODE_SLOW | SDL_SCALEMODE_BEST),
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14,
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{
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SDL_PIXELFORMAT_INDEX4LSB,
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@ -298,7 +294,6 @@ DirectFB_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->SetTextureAlphaMod = DirectFB_SetTextureAlphaMod;
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renderer->SetTextureColorMod = DirectFB_SetTextureColorMod;
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renderer->SetTextureBlendMode = DirectFB_SetTextureBlendMode;
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renderer->SetTextureScaleMode = DirectFB_SetTextureScaleMode;
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renderer->UpdateTexture = DirectFB_UpdateTexture;
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renderer->LockTexture = DirectFB_LockTexture;
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renderer->UnlockTexture = DirectFB_UnlockTexture;
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