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Diff Revisions 330 vs 331 for /trunk/Source Code/Hardware/Video/GFXDeviceDebug.cpp

Diff revisions: vs.
  @@ -30,7 +30,12 @@
30 30 _renderTarget[RENDER_TARGET_DEPTH]->Bind(ShaderProgram::TEXTURE_UNIT0, TextureDescriptor::Depth);
31 31
32 32 renderInViewport(vec4<I32>(Application::getInstance().getResolution().width - 256, 0, 256, 256),
33 - DELEGATE_BIND((void(GFXDevice::*)(U32, size_t, ShaderProgram* const))&GFXDevice::drawPoints, this, 1, _defaultStateNoDepthHash, _previewDepthMapShader));
33 + DELEGATE_BIND((void(GFXDevice::*)(U32, size_t, ShaderProgram* const))
34 + &GFXDevice::drawPoints,
35 + this,
36 + 1,
37 + _defaultStateNoDepthHash,
38 + _previewDepthMapShader));
34 39 # endif
35 40 }
36 41
  @@ -102,7 +107,11 @@
102 107 mat4<F32> offset(- cam.getViewDir() * 2, VECTOR3_ZERO, cam.getUpDir());
103 108 // Apply the inverse view matrix so that it cancels out in the shader
104 109 // Submit the draw command, rendering it in a tiny viewport in the lower right corner
105 - drawLines(_axisLines, offset * _gpuBlock._ViewMatrix.getInverse(), vec4<I32>(_renderTarget[RENDER_TARGET_SCREEN]->getWidth() - 128, 0, 128, 128), true, true);
110 + drawLines(_axisLines,
111 + offset * _gpuBlock._ViewMatrix.getInverse(),
112 + vec4<I32>(_renderTarget[RENDER_TARGET_SCREEN]->getWidth() - 128, 0, 128, 128),
113 + true,
114 + true);
106 115 }
107 116
108 117 };