- 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

@ -558,9 +558,9 @@ bool FTexture::DetermineTranslucency()
}
void FTexture::CleanHardwareTextures(bool reallyclean)
void FTexture::CleanHardwareTextures()
{
SystemTextures.Clean(reallyclean);
SystemTextures.Clean();
}
//===========================================================================
@ -787,6 +787,11 @@ void FGameTexture::SetSpriteRect()
}
void FGameTexture::CleanHardwareData(bool full)
{
}
//===========================================================================
//
// Create a hardware texture for this texture image.