- hw_sprites extracted

- moved the variables for OpenGL's special textures to the texture manager because it is far better suited as a container than the GLRenderer.
This commit is contained in:
Christoph Oelckers 2018-04-29 00:09:44 +02:00
commit 64b108ff44
23 changed files with 1196 additions and 1124 deletions

View file

@ -95,7 +95,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mViewVector = FVector2(0,0);
mVBO = nullptr;
mSkyVBO = nullptr;
gl_spriteindex = 0;
mShaderManager = nullptr;
mLights = nullptr;
mTonemapPalette = nullptr;
@ -158,8 +157,6 @@ void FGLRenderer::Initialize(int width, int height)
legacyShaders = new LegacyShaderContainer;
}
GetSpecialTextures();
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
if (!gl.legacyMode)
{
@ -230,16 +227,6 @@ FGLRenderer::~FGLRenderer()
delete mFXAALumaShader;
}
void FGLRenderer::GetSpecialTextures()
{
if (gl.legacyMode) glLight = TexMan.CheckForTexture("glstuff/gllight.png", ETextureType::MiscPatch);
glPart2 = TexMan.CheckForTexture("glstuff/glpart2.png", ETextureType::MiscPatch);
glPart = TexMan.CheckForTexture("glstuff/glpart.png", ETextureType::MiscPatch);
mirrorTexture = TexMan.CheckForTexture("glstuff/mirror.png", ETextureType::MiscPatch);
}
//==========================================================================
//
// Calculates the viewport values needed for 2D and 3D operations