- store the Vulkan descriptor sets in the material - where they belong!
Having them in the base texture object was a major maintenance issue.
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18 changed files with 160 additions and 116 deletions
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@ -558,9 +558,9 @@ bool FTexture::DetermineTranslucency()
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}
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void FTexture::CleanHardwareTextures(bool reallyclean)
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void FTexture::CleanHardwareTextures()
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{
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SystemTextures.Clean(reallyclean);
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SystemTextures.Clean();
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}
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//===========================================================================
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@ -787,6 +787,11 @@ void FGameTexture::SetSpriteRect()
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}
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void FGameTexture::CleanHardwareData(bool full)
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{
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}
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//===========================================================================
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//
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// Create a hardware texture for this texture image.
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