metal: work towards shader uniform implementation.

Misc cleanup.
This commit is contained in:
Alex Szpakowski
2020-10-24 00:33:02 -03:00
parent 5b4de2308d
commit 4b9c648c8b
10 changed files with 262 additions and 151 deletions
+3 -3
View File
@@ -129,7 +129,7 @@ Graphics::Graphics()
window->windowToDPICoords(&dpiW, &dpiH);
void *context = nullptr; // TODO
setMode(context, (int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil);
setMode(context, (int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil, settings.depth);
}
}
}
@@ -190,12 +190,12 @@ void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelh
}
}
bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil)
bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int pixelheight, bool backbufferstencil, int /*backbufferdepth*/)
{
this->width = width;
this->height = height;
this->windowHasStencil = windowhasstencil;
this->windowHasStencil = backbufferstencil;
// Okay, setup OpenGL.
gl.initContext();