Consistently use the virtual keyword on virtual overloaded methods.

TRAC #16118 Signed-off-by: Daniel Koch Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@596 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent db7cd0b2
......@@ -59,8 +59,8 @@ class StreamingIndexBuffer : public IndexBuffer
StreamingIndexBuffer(IDirect3DDevice9 *device, UINT initialSize, D3DFORMAT format);
~StreamingIndexBuffer();
void *map(UINT requiredSpace, UINT *offset);
void reserveSpace(UINT requiredSpace, GLenum type);
virtual void *map(UINT requiredSpace, UINT *offset);
virtual void reserveSpace(UINT requiredSpace, GLenum type);
private:
UINT mWritePosition;
......@@ -72,8 +72,8 @@ class StaticIndexBuffer : public IndexBuffer
explicit StaticIndexBuffer(IDirect3DDevice9 *device);
~StaticIndexBuffer();
void *map(UINT requiredSpace, UINT *offset);
void reserveSpace(UINT requiredSpace, GLenum type);
virtual void *map(UINT requiredSpace, UINT *offset);
virtual void reserveSpace(UINT requiredSpace, GLenum type);
bool lookupType(GLenum type);
UINT lookupRange(intptr_t offset, GLsizei count, UINT *minIndex, UINT *maxIndex); // Returns the offset into the index buffer, or -1 if not found
......
......@@ -127,8 +127,8 @@ class VertexShader : public Shader
~VertexShader();
GLenum getType();
void compile();
virtual GLenum getType();
virtual void compile();
int getSemanticIndex(const std::string &attributeName);
private:
......@@ -146,8 +146,8 @@ class FragmentShader : public Shader
~FragmentShader();
GLenum getType();
void compile();
virtual GLenum getType();
virtual void compile();
private:
DISALLOW_COPY_AND_ASSIGN(FragmentShader);
......
......@@ -193,7 +193,7 @@ class Texture2D : public Texture
~Texture2D();
GLenum getTarget() const;
virtual GLenum getTarget() const;
virtual GLsizei getWidth() const;
virtual GLsizei getHeight() const;
......@@ -207,8 +207,8 @@ class Texture2D : public Texture
void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
bool isComplete() const;
bool isCompressed() const;
virtual bool isComplete() const;
virtual bool isCompressed() const;
virtual void generateMipmaps();
......@@ -259,10 +259,10 @@ class TextureCubeMap : public Texture
void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels);
void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source);
bool isComplete() const;
bool isCompressed() const;
virtual bool isComplete() const;
virtual bool isCompressed() const;
virtual void generateMipmaps();
......
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