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authorJulian Eisel <julian@blender.org>2020-04-02 18:40:29 +0300
committerJulian Eisel <julian@blender.org>2020-04-02 18:43:45 +0300
commit34465a7fb091664b07611353d99dcaa0862d4a4c (patch)
tree973457851e3836286daf07345b4ea4fd517347e1 /intern/ghost/GHOST_IContext.h
parent868d4526a8818fbffc5ea993fbbbd3890046a6e9 (diff)
VR: Refactor DirectX context management
All DirectX management happens on Ghost level now, higher level code can just assume everything is OpenGL (except of the upside-down drawing that still needs to be done for DirectX). This is similar to how the metal-layer is hidden outside of Ghost. The Ghost-XR graphics binding for DirectX is responsible for managing the DirectX compatibility now.
Diffstat (limited to 'intern/ghost/GHOST_IContext.h')
-rw-r--r--intern/ghost/GHOST_IContext.h5
1 files changed, 0 insertions, 5 deletions
diff --git a/intern/ghost/GHOST_IContext.h b/intern/ghost/GHOST_IContext.h
index d404287fe56..1225262a908 100644
--- a/intern/ghost/GHOST_IContext.h
+++ b/intern/ghost/GHOST_IContext.h
@@ -60,11 +60,6 @@ class GHOST_IContext {
virtual GHOST_TSuccess swapBuffers() = 0;
- /**
- * Returns if the window is rendered upside down compared to OpenGL.
- */
- virtual bool isUpsideDown() const = 0;
-
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GHOST:GHOST_IContext")
#endif