namespace GL {
WindowView::WindowView(Graphics::Window &w, Graphics::GLContext &c):
+ View(Framebuffer::system()),
window(w),
context(c)
{
window_resized(window.get_width(), window.get_height());
}
-void WindowView::render()
+void WindowView::render(Renderer &renderer)
{
- View::render();
+ View::render(renderer);
context.swap_buffers();
}
target.viewport(0, 0, w, h);
float aspect = static_cast<float>(w)/h;
if(camera)
- camera->set_aspect(aspect);
- for(list<Camera *>::iterator i=synced_cameras.begin(); i!=synced_cameras.end(); ++i)
- (*i)->set_aspect(aspect);
+ camera->set_aspect_ratio(aspect);
}
} // namespace GL