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.
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@@ -122,16 +122,6 @@ GHOST_TSuccess GHOST_System::disposeWindow(GHOST_IWindow *window)
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return success;
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}
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GHOST_IContext *GHOST_System::createOffscreenContext(GHOST_TDrawingContextType type)
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{
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switch (type) {
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case GHOST_kDrawingContextTypeOpenGL:
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return createOffscreenContext();
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default:
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return NULL;
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}
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}
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bool GHOST_System::validWindow(GHOST_IWindow *window)
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{
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return m_windowManager->getWindowFound(window);
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