- 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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18 changed files with 68 additions and 56 deletions
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@ -515,9 +515,7 @@ sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor *
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void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
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{
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// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
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FMaterial *mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
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auto BaseLayer = static_cast<VkHardwareTexture*>(mat->GetLayer(0, 0));
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auto BaseLayer = static_cast<VkHardwareTexture*>(tex->GetHardwareTexture(0, false));
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float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
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VkTextureImage *image = BaseLayer->GetImage(tex, 0, 0);
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