- texture precaching also moved to hwrenderer/.
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7 changed files with 236 additions and 188 deletions
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@ -3412,7 +3412,7 @@ void P_GetPolySpots (MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TAr
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// Preloads all relevant graphics for the level.
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//
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//===========================================================================
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void gl_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
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void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
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static void P_PrecacheLevel()
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{
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@ -3491,7 +3491,7 @@ static void P_PrecacheLevel()
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if (!V_IsHardwareRenderer())
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SWRenderer->Precache(hitlist, actorhitlist);
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else
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gl_PrecacheTexture(hitlist, actorhitlist);
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hw_PrecacheTexture(hitlist, actorhitlist);
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delete[] hitlist;
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}
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