- let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed.
This commit is contained in:
parent
80a0d15bc7
commit
ef55386d9f
5 changed files with 18 additions and 22 deletions
|
|
@ -459,8 +459,8 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, FVector3 & nearP
|
|||
|
||||
bool gl_SetupLightTexture()
|
||||
{
|
||||
if (GLRenderer->gllight == nullptr) return false;
|
||||
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false);
|
||||
if (!GLRenderer->glLight.isValid()) return false;
|
||||
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->glLight, false, false);
|
||||
gl_RenderState.SetMaterial(pat, CLAMP_XY_NOMIP, 0, -1, false);
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue