- made all member variables of FTexture protected. Also temorarily disabled the CleanUnused call of the precacher - this needs some reworking, now that the texture system is better equipped for it.
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3 changed files with 45 additions and 50 deletions
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@ -62,7 +62,7 @@ static void PrecacheTexture(FGameTexture *tex, int cache)
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//===========================================================================
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static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
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{
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gltex->BaseLayer()->SystemTextures.CleanUnused(translations, gltex->GetScaleFlags());
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//gltex->BaseLayer()->SystemTextures.CleanUnused(translations, gltex->GetScaleFlags()); this needs to be redone.
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SpriteHits::Iterator it(translations);
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SpriteHits::Pair* pair;
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while (it.NextPair(pair)) screen->PrecacheMaterial(gltex, pair->Key);
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@ -253,7 +253,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
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{
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int flags = shouldUpscale(gtex, UF_Texture);
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if (tex->GetImage() && tex->SystemTextures.GetHardwareTexture(0, flags) == nullptr)
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if (tex->GetImage() && tex->GetHardwareTexture(0, flags) == nullptr)
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{
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FImageSource::RegisterForPrecache(tex->GetImage(), V_IsTrueColor());
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}
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