- 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

@ -455,6 +455,11 @@ void DFrameBuffer::FPSLimit()
}
}
FMaterial* DFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags)
{
return new FMaterial(tex, scaleflags);
}
DEFINE_ACTION_FUNCTION(_Screen, GetViewWindow)
{
PARAM_PROLOGUE;