- hooked up graphical start screens with the in-game renderer.
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79f4a9c0f3
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59cddf1601
14 changed files with 74 additions and 64 deletions
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@ -1186,19 +1186,19 @@ FGameTexture *CreateShaderTexture(bool, bool);
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void InitBuildTiles();
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FImageSource* CreateEmptyTexture();
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void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
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void FTextureManager::Init()
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{
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progressFunc = progressFunc_;
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DeleteAll();
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//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
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// Add all the static content
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auto nulltex = MakeGameTexture(new FImageTexture(CreateEmptyTexture()), nullptr, ETextureType::Null);
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AddGameTexture(nulltex);
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// This is for binding to unused texture units, because accessing an unbound texture unit is undefined. It's a one pixel empty texture.
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auto emptytex = MakeGameTexture(new FImageTexture(CreateEmptyTexture()), nullptr, ETextureType::Override);
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emptytex->SetSize(1, 1);
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AddGameTexture(emptytex);
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AddGameTexture(emptytex);
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// some special textures used in the game.
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AddGameTexture(CreateShaderTexture(false, false));
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AddGameTexture(CreateShaderTexture(false, true));
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@ -1211,6 +1211,12 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
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mt = MakeGameTexture(new AnimTexture(), "AnimTextureFrame2", ETextureType::Override);
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mt->SetUpscaleFlag(false, true);
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AddGameTexture(mt);
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}
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void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
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{
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progressFunc = progressFunc_;
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//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
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int wadcnt = fileSystem.GetNumWads();
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