remove Update. DISPLAY has enough places to hook, and doesn't need access to the gameplay timer. Do this stuff in EndFrame instead.

This commit is contained in:
Glenn Maynard
2005-07-12 23:16:03 +00:00
parent 16a1a71848
commit 796ac96c50
2 changed files with 2 additions and 6 deletions
+2 -5
View File
@@ -279,11 +279,6 @@ CString RageDisplay_D3D::Init( VideoModeParams p )
return SetVideoMode( p, bIgnore );
}
void RageDisplay_D3D::Update(float fDeltaTime)
{
GraphicsWindow::Update();
}
RageDisplay_D3D::~RageDisplay_D3D()
{
LOG->Trace( "RageDisplay_D3D::~RageDisplay()" );
@@ -650,6 +645,8 @@ void RageDisplay_D3D::EndFrame()
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( 0, 0, 0, 0 );
ProcessStatsOnFlip();
GraphicsWindow::Update();
}
bool RageDisplay_D3D::SupportsTextureFormat( PixelFormat pixfmt, bool realtime )
-1
View File
@@ -9,7 +9,6 @@ public:
RageDisplay_D3D();
~RageDisplay_D3D();
CString Init( VideoModeParams p );
void Update(float fDeltaTime);
void ResolutionChanged();
const PixelFormatDesc *GetPixelFormatDesc(PixelFormat pf) const;