- moved a large portion of gl_textures.cpp into the main files for the implementing classes.
The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out. A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
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22 changed files with 681 additions and 533 deletions
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@ -864,8 +864,8 @@ int FMaterial::GetAreas(FloatRect **pAreas) const
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if (mShaderIndex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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FTexture *tex = mBaseLayer->tex;
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*pAreas = tex->gl_info.areas;
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return tex->gl_info.areacount;
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*pAreas = tex->areas;
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return tex->areacount;
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}
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else
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{
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