- more texture cleanup.

It is now in a state where FTexture really needs to be separated from FGameTexture.
This commit is contained in:
Christoph Oelckers 2020-04-15 18:59:14 +02:00
commit 83817080bb
21 changed files with 91 additions and 103 deletions

View file

@ -50,7 +50,7 @@ static void PrecacheTexture(FTexture *tex, int cache)
{
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
if (gltex) screen->PrecacheMaterial(gltex, 0);
}
}
@ -76,7 +76,7 @@ static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), true);
if (gltex) PrecacheList(gltex, hits);
}
@ -198,7 +198,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
{
if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
FMaterial* mat = FMaterial::ValidateTexture(tex->GetTexture(), false, false);
FMaterial* mat = FMaterial::ValidateTexture(tex, false, false);
if (mat != nullptr)
{
for (auto ftex : mat->GetLayerArray())
@ -209,7 +209,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
}
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
FMaterial *mat = FMaterial::ValidateTexture(tex->GetTexture(), true, false);
FMaterial *mat = FMaterial::ValidateTexture(tex, true, false);
if (mat != nullptr)
{
for (auto ftex : mat->GetLayerArray())