3DS - Take advantage of C++ default parameters
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ccf1a6cd23
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c396dede92
1 changed files with 3 additions and 3 deletions
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@ -184,7 +184,7 @@ void RenderBackend_DrawScreen(void)
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SelectRenderTarget(screen_render_target);
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SelectRenderTarget(screen_render_target);
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C2D_DrawImageAt(image, (400 - framebuffer_surface->width) / 2, (240 - framebuffer_surface->height) / 2, 0.0f, NULL, 1.0f, 1.0f);
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C2D_DrawImageAt(image, (400 - framebuffer_surface->width) / 2, (240 - framebuffer_surface->height) / 2, 0.0f);
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EndRendering();
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EndRendering();
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}
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}
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@ -334,7 +334,7 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
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SelectRenderTarget(destination_surface->render_target);
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SelectRenderTarget(destination_surface->render_target);
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C2D_DrawImageAt(image, x, y, 0.0f, NULL, 1.0f, 1.0f);
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C2D_DrawImageAt(image, x, y, 0.0f);
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}
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}
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void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
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void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
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@ -461,7 +461,7 @@ void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, siz
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image.tex = &glyph_atlas->texture;
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image.tex = &glyph_atlas->texture;
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image.subtex = &subtexture;
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image.subtex = &subtexture;
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C2D_DrawImageAt(image, x, y, 0.0f, &glyph_tint, 1.0f, 1.0f);
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C2D_DrawImageAt(image, x, y, 0.0f, &glyph_tint);
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}
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}
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void RenderBackend_HandleRenderTargetLoss(void)
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void RenderBackend_HandleRenderTargetLoss(void)
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