- reworked how the software renderer manages its textures.

* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture.
* create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels.
* create proper warp textures instead of working off the paletted variants.

As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
This commit is contained in:
Christoph Oelckers 2018-12-08 12:42:35 +01:00
commit 82bd742ea3
31 changed files with 322 additions and 506 deletions

View file

@ -1163,7 +1163,7 @@ void FCanvasTextureInfo::EmptyList ()
for (probe = List; probe != NULL; probe = next)
{
next = probe->Next;
probe->Texture->Unload();
//probe->Texture->Unload();
delete probe;
}
List = NULL;