- 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:
parent
bb04eea996
commit
bc95e5180d
4 changed files with 146 additions and 81 deletions
|
|
@ -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++)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue