trBeginTile(tr);
int curColumn = trGet(tr, TR_CURRENT_COLUMN);
int curRow = trGet(tr, TR_CURRENT_ROW);
- globals->get_renderer()->screendump();
+ renderer->screendump();
if ( do_hud )
fgUpdateHUD( curColumn*hud_col_step, curRow*hud_row_step,
(curColumn+1)*hud_col_step, (curRow+1)*hud_row_step );
}
- globals->get_renderer()->resize( width, height );
+ renderer->resize( width, height );
trDelete(tr);
puHideCursor();
}
- globals->get_renderer()->init();
- globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
- fgGetInt("/sim/startup/ysize") );
+ FGRenderer *renderer = globals->get_renderer();
+ renderer->init();
+ renderer->resize( fgGetInt("/sim/startup/xsize"),
+ fgGetInt("/sim/startup/ysize") );
// we need two render frames here to clear the menu and cursor
// ... not sure why but doing an extra fgRenderFrame() shouldn't
// hurt anything
- globals->get_renderer()->update();
- globals->get_renderer()->update();
+ renderer->update();
+ renderer->update();
while (count < 1000) {
FILE *fp;