Nothing ever overrides BeginDraw or EndDraw--any time where we might, we just

do the stuff in DrawPrimitives.  Remove unneeded virtual calls from the Actor
draw path.

Fix comments.
This commit is contained in:
Glenn Maynard
2005-10-07 01:31:27 +00:00
parent 17388b8d74
commit 4aa3330211
+4 -4
View File
@@ -102,13 +102,13 @@ public:
NUM_CLOCKS
};
void Draw(); // calls, NeedsDraw, BeginDraw, DrawPrimitives, EndDraw
void Draw(); // calls, EarlyAbortDraw, BeginDraw, DrawPrimitives, EndDraw
virtual bool EarlyAbortDraw() const { return false; } // return true to early abort drawing of this Actor
virtual void BeginDraw(); // pushes transform onto world matrix stack
void BeginDraw(); // pushes transform onto world matrix stack
virtual void SetGlobalRenderStates(); // Actor should call this at beginning of their DrawPrimitives()
virtual void SetTextureRenderStates(); // Actor should call this after setting a texture
virtual void DrawPrimitives() {}; // Derivitives should override
virtual void EndDraw(); // pops transform from world matrix stack
virtual void DrawPrimitives() {}; // Derivatives should override
void EndDraw(); // pops transform from world matrix stack
// TODO: make Update non virtual and change all classes to override UpdateInternal
// instead.