- store the material layers in reference counted pointers in the FGameTexture object.
Reference counting is used because a texture image may be shared by more than one game texture.
This commit is contained in:
parent
70ec20c137
commit
42304d9680
5 changed files with 245 additions and 140 deletions
|
|
@ -1093,9 +1093,6 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
|
|||
DeleteAll();
|
||||
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
|
||||
|
||||
// Texture 0 is a dummy texture used to indicate "no texture"
|
||||
auto nulltex = MakeGameTexture(new FImageTexture(nullptr, ""), ETextureType::Null);
|
||||
AddGameTexture (nulltex);
|
||||
// This is for binding to unused texture units, because accessing an unbound texture unit is undefined. It's a one pixel empty texture.
|
||||
auto emptytex = MakeGameTexture(new FImageTexture(CreateEmptyTexture(), ""), ETextureType::Override);
|
||||
emptytex->SetSize(1, 1);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue