- split out FGameTexture into its own files.

This commit is contained in:
Christoph Oelckers 2020-04-19 00:44:42 +02:00
commit cedc95c2a5
9 changed files with 898 additions and 807 deletions

View file

@ -227,11 +227,14 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
auto tex = TexMan.GameByIndex(i);
if (tex != nullptr && tex->GetUseType() != ETextureType::FontChar)
{
// For now, only delete what's in neither list. The logic being used here does not really work that well for selective deletion.
// This is rather counterproductive in a system that can share hardware textures between game textures.
// 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.
#if 0
if (usedTextures.CheckKey(tex->GetTexture()) == nullptr && usedSprites.CheckKey(tex->GetTexture()) == nullptr)
{
tex->CleanHardwareData();
}
#endif
}
}