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