- removed the conversion helper code and fixed a few places where FMaterial was only used to access the hardware textures in the FTexture class.
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parent
7bdef7fe9a
commit
662fa6e667
18 changed files with 68 additions and 56 deletions
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@ -46,11 +46,11 @@ EXTERN_CVAR(Bool, gl_precache)
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//
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//==========================================================================
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static void PrecacheTexture(FTexture *tex, int cache)
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static void PrecacheTexture(FGameTexture *tex, int cache)
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{
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
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FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
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if (gltex) screen->PrecacheMaterial(gltex, 0);
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}
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}
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@ -74,9 +74,9 @@ static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
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//
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//==========================================================================
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static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
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static void PrecacheSprite(FGameTexture *tex, SpriteHits &hits)
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{
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FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), true);
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FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
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if (gltex) PrecacheList(gltex, hits);
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}
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@ -273,13 +273,12 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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for (int i = cnt - 1; i >= 0; i--)
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{
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auto gtex = TexMan.GameByIndex(i);
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auto tex = gtex->GetTexture();
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if (tex != nullptr)
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if (gtex != nullptr)
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{
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PrecacheTexture(tex, texhitlist[i]);
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PrecacheTexture(gtex, texhitlist[i]);
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if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
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{
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PrecacheSprite(tex, *spritehitlist[i]);
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PrecacheSprite(gtex, *spritehitlist[i]);
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}
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}
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}
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