- moved the decision whether to upscale textures up one level in the function chain. Still not the perfect place, this should be decided before creating the texture, not in the middle of the process.

- disabled the selective texture cleaning in the precacher. The logic here turned out to be a serious blocker and needs to be rethought.
This commit is contained in:
Christoph Oelckers 2020-04-16 21:36:14 +02:00
commit 0b990f0dcb
8 changed files with 32 additions and 32 deletions

View file

@ -103,7 +103,7 @@ void FTextureManager::DeleteAll()
//==========================================================================
//
// Flushes all hardware dependent data.
// Thia must not, under any circumstances, delete the wipe textures, because
// This must not, under any circumstances, delete the wipe textures, because
// all CCMDs triggering a flush can be executed while a wipe is in progress
//
// This now also deletes the software textures because having the software
@ -118,7 +118,7 @@ void FTextureManager::FlushAll()
{
for (int j = 0; j < 2; j++)
{
Textures[i].Texture->GetTexture()->CleanHardwareTextures(true, true);
Textures[i].Texture->GetTexture()->CleanHardwareTextures(true);
delete Textures[i].Texture->GetTexture()->SoftwareTexture;
Textures[i].Texture->GetTexture()->SoftwareTexture = nullptr;
}