- 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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@ -42,14 +42,14 @@
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#include "hw_cvars.h"
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#include "gl_debug.h"
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#include "gl_renderer.h"
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#include "gl_renderstate.h"
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#include "gl_samplers.h"
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#include "gl_hwtexture.h"
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namespace OpenGLRenderer
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{
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TexFilter_s TexFilter[]={
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TexFilter_s TexFilter[] = {
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{GL_NEAREST, GL_NEAREST, false},
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{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true},
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{GL_LINEAR, GL_LINEAR, false},
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@ -237,11 +237,6 @@ unsigned int FHardwareTexture::Bind(int texunit, bool needmipmap)
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return 0;
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}
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unsigned int FHardwareTexture::GetTextureHandle(int translation)
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{
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return glTexID;
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}
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void FHardwareTexture::Unbind(int texunit)
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{
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if (lastbound[texunit] != 0)
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@ -259,7 +254,6 @@ void FHardwareTexture::UnbindAll()
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{
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Unbind(texunit);
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}
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gl_RenderState.ClearLastMaterial();
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}
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//===========================================================================
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