Remove even more pie_hardware() related stuff

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@499 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2006-07-23 11:09:10 +00:00
parent c28b3b0f10
commit 549c97d926
3 changed files with 3 additions and 38 deletions

View File

@ -60,7 +60,8 @@ REND_ENGINE pie_GetRenderEngine(void)
BOOL pie_Hardware(void)
{
return rendStates.bHardware;
return TRUE;
// return rendStates.bHardware;
}
//***************************************************************************

View File

@ -1483,8 +1483,6 @@ void intDisplayMessageButton(struct _widget *psWidget, UDWORD xOffset,
iV_DrawTransImage(IntImages,IMAGE_BUT_HILITE,xOffset+psButton->x,
yOffset+psButton->y);
}
}

View File

@ -1,5 +1,3 @@
/*
MapDisplay - Renders the world view necessary for the intelligence map
Alex McLean, Pumpkin Studios, EIDOS Interactive, 1997
@ -38,24 +36,14 @@
#include "intimage.h"
#include "lib/gamelib/gtime.h"
//#include "dglide.h"
#include "texture.h"
#include "intdisplay.h"
extern UWORD ButXPos; // From intDisplay.c
extern UWORD ButYPos;
extern UWORD ButWidth,ButHeight;
extern BOOL godMode;
#define MAX_MAP_GRID 32
#define ROTATE_TIME (2*GAME_TICKS_PER_SEC)
@ -340,25 +328,10 @@ void renderResearchToBuffer(iSurface *pSurface, RESEARCH *psResearch,
UDWORD basePlateSize, Radius;
SDWORD scale = 0;
if(!pie_Hardware())
{
//Ensure all rendering is done to our bitmap and not to back or primary buffer
iV_RenderAssign(iV_MODE_SURFACE,pSurface);
//fill with IMAGE_BUT0 graphic
fillMapBufferWithBitmap(pSurface);
}
// Set identity (present) context
pie_MatBegin();
if (pie_Hardware())
{
pie_SetGeometricOffset(OriginX+10,OriginY+10);
}
else
{
pie_SetGeometricOffset(pSurface->width/2,pSurface->height/2);
}
pie_SetGeometricOffset(OriginX+10,OriginY+10);
// Pitch down a bit
//pie_MatRotX(DEG(-30));
@ -468,15 +441,8 @@ void renderResearchToBuffer(iSurface *pSurface, RESEARCH *psResearch,
ASSERT((FALSE, "renderResearchToBuffer: Unknown PIEType"));
}
// close matrix context
pie_MatEnd();
if (!pie_Hardware())
{
// Tell renderer we're back to back buffer
iV_RenderAssign(iV_MODE_4101,&rendSurface);
}
}