- hooked up graphical start screens with the in-game renderer.

This commit is contained in:
Christoph Oelckers 2022-05-19 00:34:44 +02:00
commit 59cddf1601
14 changed files with 74 additions and 64 deletions

View file

@ -1186,19 +1186,19 @@ FGameTexture *CreateShaderTexture(bool, bool);
void InitBuildTiles();
FImageSource* CreateEmptyTexture();
void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
void FTextureManager::Init()
{
progressFunc = progressFunc_;
DeleteAll();
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
// Add all the static content
auto nulltex = MakeGameTexture(new FImageTexture(CreateEmptyTexture()), 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()), nullptr, ETextureType::Override);
emptytex->SetSize(1, 1);
AddGameTexture(emptytex);
AddGameTexture(emptytex);
// some special textures used in the game.
AddGameTexture(CreateShaderTexture(false, false));
AddGameTexture(CreateShaderTexture(false, true));
@ -1211,6 +1211,12 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
mt = MakeGameTexture(new AnimTexture(), "AnimTextureFrame2", ETextureType::Override);
mt->SetUpscaleFlag(false, true);
AddGameTexture(mt);
}
void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
{
progressFunc = progressFunc_;
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
int wadcnt = fileSystem.GetNumWads();