- replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame. However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture. Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
This commit is contained in:
parent
7a692b1557
commit
1294f3df64
6 changed files with 18 additions and 335 deletions
|
|
@ -1010,7 +1010,6 @@ void FTextureManager::Init()
|
|||
// Texture 0 is a dummy texture used to indicate "no texture"
|
||||
AddTexture (new FDummyTexture);
|
||||
// some special textures used in the game.
|
||||
AddTexture(GetBackdropTexture());
|
||||
AddTexture(CreateShaderTexture(false, false));
|
||||
AddTexture(CreateShaderTexture(false, true));
|
||||
AddTexture(CreateShaderTexture(true, false));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue