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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-12-14 02:11:02 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-12-14 02:11:02 +0000 |
commit | 4f22d5daca7d570dbd3caf3da18448350bf5f148 (patch) | |
tree | 5ad8270d71fedae674628d83f9814f62f95c02eb /ui/gameMainWindow.cpp | |
parent | Refactor to start splitting out UI components (diff) | |
download | ilt-4f22d5daca7d570dbd3caf3da18448350bf5f148.tar.bz2 ilt-4f22d5daca7d570dbd3caf3da18448350bf5f148.tar.xz ilt-4f22d5daca7d570dbd3caf3da18448350bf5f148.zip |
Single glContext shared between windows
Created by the first window, includes simplified refresh/render for single control point
Diffstat (limited to 'ui/gameMainWindow.cpp')
-rw-r--r-- | ui/gameMainWindow.cpp | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp index 4421098..7d5e19b 100644 --- a/ui/gameMainWindow.cpp +++ b/ui/gameMainWindow.cpp @@ -33,9 +33,8 @@ GameMainWindow::tick(TickDuration) } void -GameMainWindow::Refresh(const GameState * gameState) const +GameMainWindow::render(const GameState * gameState) const { - SDL_GL_MakeCurrent(m_window, m_glContext); glEnable(GL_DEPTH_TEST); gameState->world.apply<Renderable>(&Renderable::render, shader); glDisable(GL_DEPTH_TEST); |