- moved the BarShader textures into the texture manager so that ZScript can use them. ZScript only knows about TextureIDs, but those require the texture to be handled by the texture manager.

This commit is contained in:
Christoph Oelckers 2017-03-27 01:55:47 +02:00
commit bc95e5180d
4 changed files with 146 additions and 81 deletions

View file

@ -977,6 +977,7 @@ void FTextureManager::SortTexturesByType(int start, int end)
//
//==========================================================================
FTexture *GetBackdropTexture();
FTexture *CreateShaderTexture(bool, bool);
void FTextureManager::Init()
{
@ -988,7 +989,12 @@ void FTextureManager::Init()
// Texture 0 is a dummy texture used to indicate "no texture"
AddTexture (new FDummyTexture);
// some special textures used in the game.
AddTexture(GetBackdropTexture());
AddTexture(CreateShaderTexture(false, false));
AddTexture(CreateShaderTexture(false, true));
AddTexture(CreateShaderTexture(true, false));
AddTexture(CreateShaderTexture(true, true));
int wadcnt = Wads.GetNumWads();
for(int i = 0; i< wadcnt; i++)