- 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.

This commit is contained in:
Christoph Oelckers 2020-04-18 09:23:00 +02:00
commit e60d758287
3 changed files with 45 additions and 50 deletions

View file

@ -62,7 +62,7 @@ static void PrecacheTexture(FGameTexture *tex, int cache)
//===========================================================================
static void PrecacheList(FMaterial *gltex, SpriteHits& translations)
{
gltex->BaseLayer()->SystemTextures.CleanUnused(translations, gltex->GetScaleFlags());
//gltex->BaseLayer()->SystemTextures.CleanUnused(translations, gltex->GetScaleFlags()); this needs to be redone.
SpriteHits::Iterator it(translations);
SpriteHits::Pair* pair;
while (it.NextPair(pair)) screen->PrecacheMaterial(gltex, pair->Key);
@ -253,7 +253,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
if (texhitlist[i] & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
int flags = shouldUpscale(gtex, UF_Texture);
if (tex->GetImage() && tex->SystemTextures.GetHardwareTexture(0, flags) == nullptr)
if (tex->GetImage() && tex->GetHardwareTexture(0, flags) == nullptr)
{
FImageSource::RegisterForPrecache(tex->GetImage(), V_IsTrueColor());
}