- moved the shader properties to FGameTexture.
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parent
e60d758287
commit
d812801707
3 changed files with 26 additions and 29 deletions
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@ -107,8 +107,6 @@ FTexture::FTexture (int lumpnum)
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FTexture::~FTexture ()
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{
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if (areas != nullptr) delete[] areas;
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areas = nullptr;
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}
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//===========================================================================
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@ -281,12 +279,12 @@ void FTexture::GetGlowColor(float *data)
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//
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//===========================================================================
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int FTexture::GetAreas(FloatRect** pAreas) const
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int FGameTexture::GetAreas(FloatRect** pAreas) const
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{
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if (shaderindex == SHADER_Default) // texture splitting can only be done if there's no attached effects
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{
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*pAreas = areas;
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return areacount;
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*pAreas = Base->areas;
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return Base->areacount;
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}
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else
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{
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@ -314,8 +312,8 @@ bool FTexture::FindHoles(const unsigned char * buffer, int w, int h)
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if (areacount) return false;
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areacount = -1; //whatever happens next, it shouldn't be done twice!
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// large textures are excluded for performance reasons
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if (h>512) return false;
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// large textures and non-images are excluded for performance reasons
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if (h>512 || !GetImage()) return false;
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startdraw = -1;
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lendraw = 0;
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@ -366,7 +364,7 @@ bool FTexture::FindHoles(const unsigned char * buffer, int w, int h)
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if (gapc > 0)
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{
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FloatRect * rcs = new FloatRect[gapc];
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FloatRect* rcs = (FloatRect*)ImageArena.Alloc(gapc * sizeof(FloatRect)); // allocate this on the image arena
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for (x = 0; x < gapc; x++)
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{
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