- add the hardware texture container to FTexture.
Currently it does not use the translated entries yet. # Conflicts: # src/hwrenderer/textures/hw_material.cpp
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5 changed files with 24 additions and 19 deletions
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@ -515,9 +515,9 @@ FTexture *OpenGLFrameBuffer::WipeStartScreen()
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const auto &viewport = screen->mScreenViewport;
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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tex->GetSystemTexture(0)->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
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tex->GetSystemTexture()->CreateTexture(nullptr, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
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glFinish();
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static_cast<FHardwareTexture*>(tex->GetSystemTexture(0))->Bind(0, false, false);
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static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false, false);
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GLRenderer->mBuffers->BindCurrentFB();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
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@ -537,9 +537,9 @@ FTexture *OpenGLFrameBuffer::WipeEndScreen()
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GLRenderer->Flush();
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const auto &viewport = screen->mScreenViewport;
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auto tex = new FWrapperTexture(viewport.width, viewport.height, 1);
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tex->GetSystemTexture(0)->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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tex->GetSystemTexture()->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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glFinish();
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static_cast<FHardwareTexture*>(tex->GetSystemTexture(0))->Bind(0, false, false);
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static_cast<FHardwareTexture*>(tex->GetSystemTexture())->Bind(0, false, false);
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GLRenderer->mBuffers->BindCurrentFB();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, viewport.left, viewport.top, viewport.width, viewport.height);
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return tex;
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