- reworking some lower level texture code.
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21 changed files with 76 additions and 61 deletions
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@ -1000,14 +1000,15 @@ void PPCustomShaderInstance::SetTextures(PPRenderState *renderstate)
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while (it.NextPair(pair))
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{
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FString name = pair->Value;
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FTexture *tex = TexMan.GetTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
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if (tex && tex->isValid())
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auto gtex = TexMan.GetGameTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
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if (gtex && gtex->isValid())
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{
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// Why does this completely circumvent the normal way of handling textures?
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// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
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//
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// To do: fix the above problem by adding PPRenderState::SetInput(FTexture *tex)
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auto tex = gtex->GetTexture();
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auto &pptex = Textures[tex];
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if (!pptex)
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{
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