- let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed.
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5 changed files with 18 additions and 22 deletions
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@ -1185,19 +1185,20 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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// [BB] Load the texture for round or smooth particles
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if (gl_particles_style)
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{
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FTexture *lump = NULL;
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FTextureID lump;
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if (gl_particles_style == 1)
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{
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lump = GLRenderer->glpart2;
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lump = GLRenderer->glPart2;
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}
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else if (gl_particles_style == 2)
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{
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lump = GLRenderer->glpart;
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lump = GLRenderer->glPart;
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}
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else lump.SetNull();
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if (lump != NULL)
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if (lump.isValid())
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{
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gltexture = FMaterial::ValidateTexture(lump, true);
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gltexture = FMaterial::ValidateTexture(lump, true, false);
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translation = 0;
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ul = gltexture->GetUL();
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