diff options
author | Julian Eisel <julian@blender.org> | 2020-04-02 18:40:29 +0300 |
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committer | Julian Eisel <julian@blender.org> | 2020-04-02 18:43:45 +0300 |
commit | 34465a7fb091664b07611353d99dcaa0862d4a4c (patch) | |
tree | 973457851e3836286daf07345b4ea4fd517347e1 /intern/ghost/GHOST_IContext.h | |
parent | 868d4526a8818fbffc5ea993fbbbd3890046a6e9 (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.h | 5 |
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 |