ref: c396dede92534f60cfc603b1829db1386e25547d
parent: ccf1a6cd23d719fe8875022e36d6a6031b4c8eb9
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Oct 14 16:03:01 EDT 2020
3DS - Take advantage of C++ default parameters
--- a/src/Backends/Rendering/3DS.cpp
+++ b/src/Backends/Rendering/3DS.cpp
@@ -184,7 +184,7 @@
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 @@
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 @@
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)