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authorMitchell Stokes <mogurijin@gmail.com>2012-10-08 07:28:11 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-10-08 07:28:11 +0400
commit244ce92dbd1f32960e0f909933d99cd0e6027dcc (patch)
treeee71a9619fb257d9d7deffce53051fa1a6214cdf /source/gameengine/Ketsji/KX_Dome.h
parentaa1e50be946dfeb17f9bb98b242bdbf6775f1ab6 (diff)
BGE: Setting up the RAS_ICanvas interface as the primary way to alter the OpenGL
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.h')
-rw-r--r--source/gameengine/Ketsji/KX_Dome.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.h b/source/gameengine/Ketsji/KX_Dome.h
index 24177af5d60..17eec3a5fcb 100644
--- a/source/gameengine/Ketsji/KX_Dome.h
+++ b/source/gameengine/Ketsji/KX_Dome.h
@@ -119,7 +119,7 @@ public:
void RenderDomeFrame(KX_Scene* scene, KX_Camera* cam, int i);
void BindImages(int i);
- void SetViewPort(GLuint viewport[4]);
+ void SetViewPort(const int viewport[4]);
void CalculateFrustum(KX_Camera* cam);
void RotateCamera(KX_Camera* cam, int i);