Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
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@@ -50,7 +50,7 @@ IDOC extern int gdraw_orbis_SetResourceMemory(gdraw_orbis_resourcetype type, S32
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currently hold.
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SetResourceMemory takes a void* argument for the address of the resource pool.
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Pass in nullptr and zero bytes to reset a specific pool.
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Pass in NULL and zero bytes to reset a specific pool.
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Resource pool memory has certain alignment requirements - see the #defines
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above. If you pass in an unaligned pointer, GDraw will automatically clip off
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@@ -86,7 +86,7 @@ IDOC extern GDrawFunctions * gdraw_orbis_CreateContext(S32 w, S32 h, void *conte
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There can only be one GDraw context active at any one time.
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If initialization fails for some reason (the main reason would be an out of memory condition),
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nullptr is returned. Otherwise, you can pass the return value to IggySetGDraw. */
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NULL is returned. Otherwise, you can pass the return value to IggySetGDraw. */
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IDOC extern void gdraw_orbis_DestroyContext(void);
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/* Destroys the current GDraw context, if any.
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@@ -126,7 +126,7 @@ IDOC extern void gdraw_orbis_End(gdraw_orbis_staging_stats *staging_stats);
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staging_stats will be filled with stats for the staging buffer, denoting how much memory
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was actually used and which allocations were attempted. If you're not interested, just
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pass nullptr. */
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pass NULL. */
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IDOC extern void gdraw_orbis_SetTileOrigin(sce::Gnm::RenderTarget *color, sce::Gnm::DepthRenderTarget *depth, S32 x, S32 y);
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/* This sets the main color and depth buffers that GDraw should render to and the
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