Set the screen textures to use max higher texture IDs

This should hopefully alleviate the issue where textures overwrite the screen, or the screen overwrites the texture for now.
THIS IS NOT A FULL SOLUTION TO THE PROBLEM, but I highly doubt we'll ever be loading 4 billion textures at once, ever.
This commit is contained in:
Sryder 2018-11-17 15:23:12 +00:00
parent e85e621d2c
commit c46efa7c41

View file

@ -112,10 +112,10 @@ static GLint viewport[4];
// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs
// can know when the textures aren't there, as textures are always considered resident in their virtual memory
// TODO: Store them in a more normal way
#define SCRTEX_SCREENTEXTURE 65535
#define SCRTEX_STARTSCREENWIPE 65534
#define SCRTEX_ENDSCREENWIPE 65533
#define SCRTEX_FINALSCREENTEXTURE 65532
#define SCRTEX_SCREENTEXTURE 4294967295
#define SCRTEX_STARTSCREENWIPE 4294967294
#define SCRTEX_ENDSCREENWIPE 4294967293
#define SCRTEX_FINALSCREENTEXTURE 4294967292
static GLuint screentexture = 0;
static GLuint startScreenWipe = 0;
static GLuint endScreenWipe = 0;