- cleaned out the FHardwareTexture class, now that the translations are finally handled on a higher level.

This commit is contained in:
Christoph Oelckers 2018-12-12 18:55:55 +01:00
commit 173b8beb33
4 changed files with 30 additions and 177 deletions

View file

@ -510,7 +510,7 @@ FTexture *OpenGLFrameBuffer::WipeStartScreen()
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
glFinish();
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false, false);
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
@ -532,7 +532,7 @@ FTexture *OpenGLFrameBuffer::WipeEndScreen()
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
glFinish();
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false, false);
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false);
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
return tex;