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_ISystem.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_ISystem.h')
-rw-r--r-- | intern/ghost/GHOST_ISystem.h | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/intern/ghost/GHOST_ISystem.h b/intern/ghost/GHOST_ISystem.h index 8adf49fe1f9..58d1a08da74 100644 --- a/intern/ghost/GHOST_ISystem.h +++ b/intern/ghost/GHOST_ISystem.h @@ -267,12 +267,6 @@ class GHOST_ISystem { virtual GHOST_IContext *createOffscreenContext() = 0; /** - * Overload to allow requesting a different context type. By default only OpenGL is supported. - * However by explicitly overloading this a system may add support for others. - */ - virtual GHOST_IContext *createOffscreenContext(GHOST_TDrawingContextType type) = 0; - - /** * Dispose of a context. * \param context Pointer to the context to be disposed. * \return Indication of success. |