- removed all GL dependencies from gl_material.h.
This commit is contained in:
parent
5e8a4b96fe
commit
f9a82e66e4
11 changed files with 29 additions and 25 deletions
|
|
@ -30,6 +30,7 @@
|
|||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/textures/gl_hwtexture.h"
|
||||
#include "gl/textures/gl_material.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
|
||||
|
|
@ -634,7 +635,7 @@ void FMaterial::FlushAll()
|
|||
{
|
||||
for(int i=mMaterials.Size()-1;i>=0;i--)
|
||||
{
|
||||
mMaterials[i]->Clean(true);
|
||||
mMaterials[i]->mBaseLayer->Clean(true);
|
||||
}
|
||||
// This is for shader layers. All shader layers must be managed by the texture manager
|
||||
// so this will catch everything.
|
||||
|
|
@ -652,3 +653,9 @@ void FMaterial::ClearLastTexture()
|
|||
{
|
||||
last = NULL;
|
||||
}
|
||||
|
||||
void FMaterial::Clean(bool f)
|
||||
{
|
||||
// This somehow needs to deal with the other layers as well, but they probably need some form of reference counting to work properly...
|
||||
mBaseLayer->Clean(f);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue