- 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

@ -118,7 +118,7 @@ void FTextureManager::FlushAll()
{
for (int j = 0; j < 2; j++)
{
Textures[i].Texture->GetTexture()->CleanHardwareTextures(true);
Textures[i].Texture->CleanHardwareData();
delete Textures[i].Texture->GetSoftwareTexture();
Textures[i].Texture->SetSoftwareTexture(nullptr);
calcShouldUpscale(Textures[i].Texture);