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
This commit is contained in:
Sam Lantinga 2011-01-31 22:44:43 -08:00
parent 9c12618379
commit df1f384c5b
22 changed files with 9 additions and 544 deletions

View file

@ -57,8 +57,6 @@ static int DirectFB_SetTextureColorMod(SDL_Renderer * renderer,
SDL_Texture * texture);
static int DirectFB_SetTextureBlendMode(SDL_Renderer * renderer,
SDL_Texture * texture);
static int DirectFB_SetTextureScaleMode(SDL_Renderer * renderer,
SDL_Texture * texture);
static int DirectFB_UpdateTexture(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * rect,
@ -104,8 +102,6 @@ SDL_RenderDriver DirectFB_RenderDriver = {
SDL_TEXTUREMODULATE_ALPHA),
(SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK | SDL_BLENDMODE_BLEND |
SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
(SDL_SCALEMODE_NONE | SDL_SCALEMODE_FAST |
SDL_SCALEMODE_SLOW | SDL_SCALEMODE_BEST),
14,
{
SDL_PIXELFORMAT_INDEX4LSB,
@ -298,7 +294,6 @@ DirectFB_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->SetTextureAlphaMod = DirectFB_SetTextureAlphaMod;
renderer->SetTextureColorMod = DirectFB_SetTextureColorMod;
renderer->SetTextureBlendMode = DirectFB_SetTextureBlendMode;
renderer->SetTextureScaleMode = DirectFB_SetTextureScaleMode;
renderer->UpdateTexture = DirectFB_UpdateTexture;
renderer->LockTexture = DirectFB_LockTexture;
renderer->UnlockTexture = DirectFB_UnlockTexture;