- minor cleanup of FHardwareTexture.
Inlining of a trivial function and removing dependency on the render state, unbinding the render state should be done elsewhere.
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3 changed files with 19 additions and 15 deletions
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@ -263,6 +263,7 @@ void OpenGLFrameBuffer::Swap()
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Finish.Unclock();
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camtexcount = 0;
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FHardwareTexture::UnbindAll();
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gl_RenderState.ClearLastMaterial();
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mDebug->Update();
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}
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@ -321,6 +322,7 @@ void OpenGLFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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}
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// unbind everything.
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FHardwareTexture::UnbindAll();
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gl_RenderState.ClearLastMaterial();
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}
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IVertexBuffer *OpenGLFrameBuffer::CreateVertexBuffer()
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