WINTERMUTE: Store game pointer in renderer and surfaces

This commit is contained in:
Gunnar Birke 2020-06-25 20:10:22 +02:00 committed by Paweł Kołodziejski
parent eeab4b2b78
commit afdff6afbb

View file

@ -32,7 +32,7 @@ BaseRenderer *makeOpenGL3DRenderer(BaseGame *inGame) {
} }
BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame) BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame)
: _spriteBatchMode(false) { : BaseRenderer(inGame), _spriteBatchMode(false) {
} }
BaseRenderOpenGL3D::~BaseRenderOpenGL3D() { BaseRenderOpenGL3D::~BaseRenderOpenGL3D() {
@ -361,7 +361,7 @@ Math::Ray BaseRenderOpenGL3D::rayIntoScene(int x, int y) {
} }
BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() { BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() {
return new BaseSurfaceOpenGL3D(nullptr, this); return new BaseSurfaceOpenGL3D(_gameRef, this);
} }
void BaseRenderOpenGL3D::endSaveLoad() { void BaseRenderOpenGL3D::endSaveLoad() {