Line 70:
Line 70:
/*** Add the following lines in the public section ***/
/*** Add the following lines in the public section ***/
−
//!Gets a pointer to a framebuffer.
+
//!Get a pointer to one of the framebuffers
//!\return a pointer to desired framebuffer, or NULL if index is out of bounds.
//!\return a pointer to desired framebuffer, or NULL if index is out of bounds.
void* GetFrameBuffer(u32 index);
void* GetFrameBuffer(u32 index);
−
//!Gets index of active framebuffer.
+
//!Gets the index of the current framebuffer.
//!\return value of index of current framebuffer.
//!\return value of index of current framebuffer.
u32 GetFrameBufferIndex();
u32 GetFrameBufferIndex();
Line 95:
Line 95:
u32 GameWindow::GetFrameBufferIndex() {
u32 GameWindow::GetFrameBufferIndex() {
return _fb;
return _fb;
+
}
+
</source>
+
|}
+
+
====GRRLIB 4.0.0 users====
+
I think the same problem (as mentioned above) applies to you guys. Here are the accessors I used during my testing.
+
+
{| class="wikitable collapsible collapsed" width="61.8%"
+
|-
+
! Changes to GRRLIB.h
+
|-
+
|<source lang=c>
+
void* GetFrameBuffer(u32 index);
+
int GetFrameBufferIndex();
+
</source>
+
|}
+
+
{| class="wikitable collapsible collapsed" width="61.8%"
+
|-
+
! Changes to GRRLIB.c
+
|-
+
|<source lang=c>
+
/**
+
* Get a pointer to one of the framebuffers.
+
* @param index specifies which framebuffer to retrieve.
+
*/
+
void* GetFrameBuffer(u32 index) {
+
return xfb[index];
+
}
+
/**
+
* Get the index of the current framebuffer.
+
*/
+
int GetFrameBufferIndex() {
+
return fb;
}
}
</source>
</source>