3DS - Take advantage of C++ default parameters

This commit is contained in:
Clownacy 2020-10-14 20:03:01 +01:00
parent ccf1a6cd23
commit c396dede92

View file

@ -184,7 +184,7 @@ void RenderBackend_DrawScreen(void)
SelectRenderTarget(screen_render_target);
C2D_DrawImageAt(image, (400 - framebuffer_surface->width) / 2, (240 - framebuffer_surface->height) / 2, 0.0f, NULL, 1.0f, 1.0f);
C2D_DrawImageAt(image, (400 - framebuffer_surface->width) / 2, (240 - framebuffer_surface->height) / 2, 0.0f);
EndRendering();
}
@ -334,7 +334,7 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
SelectRenderTarget(destination_surface->render_target);
C2D_DrawImageAt(image, x, y, 0.0f, NULL, 1.0f, 1.0f);
C2D_DrawImageAt(image, x, y, 0.0f);
}
void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
@ -461,7 +461,7 @@ void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, siz
image.tex = &glyph_atlas->texture;
image.subtex = &subtexture;
C2D_DrawImageAt(image, x, y, 0.0f, &glyph_tint, 1.0f, 1.0f);
C2D_DrawImageAt(image, x, y, 0.0f, &glyph_tint);
}
void RenderBackend_HandleRenderTargetLoss(void)