- 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

@ -230,7 +230,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
// For now, only delete what's in neither list. The logic being used here does not really work that well for selective deletion.
if (usedTextures.CheckKey(tex->GetTexture()) == nullptr && usedSprites.CheckKey(tex->GetTexture()) == nullptr)
{
tex->GetTexture()->CleanHardwareTextures(true);
tex->CleanHardwareData();
}
}
}