- 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.
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8 changed files with 32 additions and 32 deletions
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@ -227,13 +227,10 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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auto tex = TexMan.GameByIndex(i);
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if (tex != nullptr && tex->GetUseType() != ETextureType::FontChar)
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{
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if (usedTextures.CheckKey(tex->GetTexture()) == nullptr)
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// For now, only delete what's in neither list. The logic being used here does not really work that well for selective deletion.
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if (usedTextures.CheckKey(tex->GetTexture()) == nullptr && usedSprites.CheckKey(tex->GetTexture()) == nullptr)
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{
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tex->GetTexture()->CleanHardwareTextures(true, false);
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}
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if (usedSprites.CheckKey(tex->GetTexture()) == nullptr)
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{
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tex->GetTexture()->CleanHardwareTextures(false, true);
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tex->GetTexture()->CleanHardwareTextures(true);
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}
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}
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}
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