- store the Vulkan descriptor sets in the material - where they belong!

Having them in the base texture object was a major maintenance issue.
This commit is contained in:
Christoph Oelckers 2020-04-18 23:56:22 +02:00
commit 5a2a72fc95
18 changed files with 160 additions and 116 deletions

View file

@ -50,7 +50,7 @@ void AnimTexture::SetFrame(const uint8_t *palette, const void *data_)
{
memcpy(Palette, palette, 768);
memcpy(Image.Data(), data_, Width * Height);
CleanHardwareTextures(true);
CleanHardwareTextures();
}
//===========================================================================