- fixed texture layer management so that each material layer can decide for itself if it wants to allow upscaling.
- rewrote the hardware texture precacher to use the new texture management to properly track the data to delete.
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20 changed files with 190 additions and 135 deletions
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@ -337,7 +337,7 @@ void Wiper_Burn::SetTextures(FGameTexture *startscreen, FGameTexture *endscreen)
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endScreen = endscreen;
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BurnTexture = new FBurnTexture(WIDTH, HEIGHT);
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auto mat = FMaterial::ValidateTexture(endScreen, false);
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mat->AddTextureLayer(BurnTexture);
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mat->AddTextureLayer(BurnTexture, false);
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}
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//==========================================================================
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