- continued work on texture management.

This commit is contained in:
Christoph Oelckers 2018-12-12 18:39:38 +01:00
commit c5447f0cdd
18 changed files with 79 additions and 140 deletions

View file

@ -117,7 +117,7 @@ FGLRenderer::~FGLRenderer()
{
FlushModels();
AActor::DeleteAllAttachedLights();
FMaterial::FlushAll();
TexMan.FlushAll();
if (mShaderManager != nullptr) delete mShaderManager;
if (mSamplerManager != nullptr) delete mSamplerManager;
if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
@ -288,7 +288,7 @@ sector_t *FGLRenderer::RenderView(player_t* player)
void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
{
auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0));
auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0, 0));
if (BaseLayer == nullptr)
{