WINTERMUTE: Store game pointer in renderer and surfaces
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eeab4b2b78
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1 changed files with 2 additions and 2 deletions
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@ -32,7 +32,7 @@ BaseRenderer *makeOpenGL3DRenderer(BaseGame *inGame) {
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}
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BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame)
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: _spriteBatchMode(false) {
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: BaseRenderer(inGame), _spriteBatchMode(false) {
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}
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BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
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@ -361,7 +361,7 @@ Math::Ray BaseRenderOpenGL3D::rayIntoScene(int x, int y) {
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}
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BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() {
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return new BaseSurfaceOpenGL3D(nullptr, this);
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return new BaseSurfaceOpenGL3D(_gameRef, this);
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}
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void BaseRenderOpenGL3D::endSaveLoad() {
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