Changes

715 bytes added ,  08:18, 4 April 2009
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>
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|}
 +
 +
====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%"
 +
|-
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! Changes to GRRLIB.h
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|-
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|<source lang=c>
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void* GetFrameBuffer(u32 index);
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int GetFrameBufferIndex();
 +
</source>
 +
|}
 +
 +
{| class="wikitable collapsible collapsed" width="61.8%"
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|-
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! Changes to GRRLIB.c
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|-
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|<source lang=c>
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/**
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* Get a pointer to one of the framebuffers.
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* @param index specifies which framebuffer to retrieve.
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*/
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void* GetFrameBuffer(u32 index) {
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return xfb[index];
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}
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/**
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* Get the index of the current framebuffer.
 +
*/
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int GetFrameBufferIndex() {
 +
return fb;
 
}
 
}
 
</source>
 
</source>
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