- split out FGameTexture into its own files.
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9 changed files with 898 additions and 807 deletions
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@ -227,11 +227,14 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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auto tex = TexMan.GameByIndex(i);
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if (tex != nullptr && tex->GetUseType() != ETextureType::FontChar)
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{
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// For now, only delete what's in neither list. The logic being used here does not really work that well for selective deletion.
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// This is rather counterproductive in a system that can share hardware textures between game textures.
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// The precacher needs to be redone to account for that. For now, just skip the deletion, for any normal sized map this won't be a problem.
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#if 0
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if (usedTextures.CheckKey(tex->GetTexture()) == nullptr && usedSprites.CheckKey(tex->GetTexture()) == nullptr)
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{
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tex->CleanHardwareData();
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}
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#endif
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}
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}
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