- add the hardware texture container to FTexture.

Currently it does not use the translated entries yet.

# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
This commit is contained in:
Christoph Oelckers 2018-12-12 02:28:42 +01:00
commit fb6ee5046c
5 changed files with 24 additions and 19 deletions

View file

@ -515,9 +515,9 @@ FTexture *OpenGLFrameBuffer::WipeStartScreen()
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
tex->GetSystemTexture(0)->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
glFinish();
static_cast<FHardwareTexture*>(tex->GetSystemTexture(0))->Bind(0, false, false);
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false, false);
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
@ -537,9 +537,9 @@ FTexture *OpenGLFrameBuffer::WipeEndScreen()
GLRenderer->Flush();
const auto &viewport = screen->mScreenViewport;
auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
tex->GetSystemTexture(0)->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
glFinish();
static_cast<FHardwareTexture*>(tex->GetSystemTexture(0))->Bind(0, false, false);
static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false, false);
GLRenderer->mBuffers->BindCurrentFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
return tex;