- more texture cleanup.
It is now in a state where FTexture really needs to be separated from FGameTexture.
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parent
31035a6cea
commit
83817080bb
21 changed files with 91 additions and 103 deletions
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@ -50,7 +50,7 @@ static void PrecacheTexture(FTexture *tex, int cache)
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{
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
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FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
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if (gltex) screen->PrecacheMaterial(gltex, 0);
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}
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}
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@ -76,7 +76,7 @@ static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
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static void PrecacheSprite(FTexture *tex, SpriteHits &hits)
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{
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FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
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FMaterial * gltex = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), true);
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if (gltex) PrecacheList(gltex, hits);
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}
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@ -198,7 +198,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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{
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if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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FMaterial* mat = FMaterial::ValidateTexture(tex->GetTexture(), false, false);
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FMaterial* mat = FMaterial::ValidateTexture(tex, false, false);
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if (mat != nullptr)
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{
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for (auto ftex : mat->GetLayerArray())
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@ -209,7 +209,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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}
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if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
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{
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FMaterial *mat = FMaterial::ValidateTexture(tex->GetTexture(), true, false);
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FMaterial *mat = FMaterial::ValidateTexture(tex, true, false);
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if (mat != nullptr)
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{
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for (auto ftex : mat->GetLayerArray())
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