- decoupled the software renderer entirely from FTexture - it will only look at FSoftwareTexture now, all access to the texture manager has been wrapped.

This commit is contained in:
Christoph Oelckers 2020-04-14 00:42:13 +02:00
commit 9593cb56ae
23 changed files with 170 additions and 162 deletions

View file

@ -123,13 +123,11 @@ namespace swrenderer
}
}
FTexture *tex = TexMan.GetPalettedTexture(decal->PicNum, true);
if (tex == NULL || !tex->isValid())
FSoftwareTexture *WallSpriteTile = GetPalettedSWTexture(decal->PicNum, true);
if (WallSpriteTile == NULL)
{
return;
}
FSoftwareTexture *WallSpriteTile = tex->GetSoftwareTexture();
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the decal's. This is