- cleaned the texture manager's method interface from FTexture references.
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20 changed files with 179 additions and 178 deletions
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@ -57,7 +57,7 @@ void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, double fov)
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{
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return;
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}
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texture = static_cast<FCanvasTexture *>(TexMan.GetTexture(picnum));
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texture = static_cast<FCanvasTexture *>(TexMan.GetGameTexture(picnum)->GetTexture());
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if (!texture->bHasCanvas)
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{
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Printf ("%s is not a valid target for a camera\n", texture->Name.GetChars());
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@ -101,8 +101,8 @@ void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fo
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if (textureid.isValid())
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{
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// Only proceed if the texture actually has a canvas.
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FTexture *tex = TexMan.GetTexture(textureid);
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if (tex && tex->isCanvas())
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auto tex = TexMan.GetGameTexture(textureid);
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if (tex && tex->isHardwareCanvas()) // Q: how to deal with the software renderer here?
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{
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viewpoint->Level->canvasTextureInfo.Add(viewpoint, textureid, fov);
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}
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