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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-02-16 16:04:32 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-02-16 16:04:32 -0500
commited08b673c50b076042d8f0c49501372168142764 (patch)
tree18ecda99942ef11ce4023c3ad4437976f96b75da /src/systems/animating.cpp
parent224645d1071c14b4829dbb3ae35870868fcff85a (diff)
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Refactored renderer
Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed.

Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded.
Diffstat (limited to 'src/systems/animating.cpp')
-rw-r--r--src/systems/animating.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/systems/animating.cpp b/src/systems/animating.cpp index 91fe925..22224c9 100644 --- a/src/systems/animating.cpp +++ b/src/systems/animating.cpp
@@ -51,8 +51,9 @@ void AnimatingSystem::render(Texture& texture)
51 transform.getH()}; 51 transform.getH()};
52 52
53 const AnimationSet& aset = sprite.getAnimationSet(); 53 const AnimationSet& aset = sprite.getAnimationSet();
54 texture.blit( 54 game_.getRenderer().blit(
55 aset.getTexture(), 55 aset.getTexture(),
56 texture,
56 aset.getFrameRect(sprite.getFrame()), 57 aset.getFrameRect(sprite.getFrame()),
57 dstrect); 58 dstrect);
58 } 59 }