- optimization of texture scaling checks.
The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
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33 changed files with 167 additions and 169 deletions
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@ -38,6 +38,7 @@
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#include "bitmap.h"
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#include "imagehelpers.h"
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#include "image.h"
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#include "textures.h"
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class FBarShader : public FImageSource
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@ -128,9 +129,9 @@ private:
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};
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FTexture *CreateShaderTexture(bool vertical, bool reverse)
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FGameTexture *CreateShaderTexture(bool vertical, bool reverse)
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{
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FStringf name("BarShader%c%c", vertical ? 'v' : 'h', reverse ? 'r' : 'f');
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return CreateImageTexture(new FBarShader(vertical, reverse), name.GetChars());
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return MakeGameTexture(CreateImageTexture(new FBarShader(vertical, reverse), name.GetChars()), ETextureType::Override);
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}
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