- more texture cleanup.
It is now in a state where FTexture really needs to be separated from FGameTexture.
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21 changed files with 91 additions and 103 deletions
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@ -516,7 +516,7 @@ sector_t *VulkanFrameBuffer::RenderViewpoint(FRenderViewpoint &mainvp, AActor *
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void VulkanFrameBuffer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
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{
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// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
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FMaterial *mat = FMaterial::ValidateTexture(tex, false);
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FMaterial *mat = FMaterial::ValidateTexture(reinterpret_cast<FGameTexture*>(tex), false);
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auto BaseLayer = static_cast<VkHardwareTexture*>(mat->GetLayer(0, 0));
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float ratio = (float)tex->GetDisplayWidthDouble() / (float)tex->GetDisplayHeightDouble();
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@ -647,7 +647,7 @@ void VulkanFrameBuffer::CleanForRestart()
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void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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{
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if (mat->Source()->isSWCanvas()) return;
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if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
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// Textures that are already scaled in the texture lump will not get replaced by hires textures.
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int flags = mat->isExpanded() ? CTF_Expand : 0;
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