Remove errant call to G_FadePalette() which caused a frame of corruption at map load under GL renderers, and invalidate all GL textures at map load time (just textures generated from .art on desktop, everything on mobile). This also makes Grabbag keep playing through the loading screen on Android (if no loadscreen music has been defined by a mod). DONT_BUILD.

git-svn-id: https://svn.eduke32.com/eduke32@4991 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2015-02-11 05:22:26 +00:00
parent 9a43465780
commit c577948e94

View file

@ -435,13 +435,22 @@ void G_CacheMapData(void)
if (ud.recstat == 2)
return;
#ifndef EDUKE32_TOUCH_DEVICES
S_PauseMusic(1);
#endif
if (MapInfo[MUS_LOADING].musicfn)
{
S_StopMusic();
S_PlayMusic(MapInfo[MUS_LOADING].musicfn);
}
#ifdef EDUKE32_TOUCH_DEVICES
gltexinvalidatetype(INVALIDATE_ALL);
#else
gltexinvalidatetype(INVALIDATE_ART);
#endif
starttime = getticks();
G_PrecacheSounds();
@ -1960,7 +1969,6 @@ int32_t G_EnterLevel(int32_t g)
//g_player[myconnectindex].ps->palette = palette;
//G_FadePalette(0,0,0,0);
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 0); // JBF 20040308
P_UpdateScreenPal(g_player[myconnectindex].ps);
flushperms();
@ -1975,7 +1983,6 @@ int32_t G_EnterLevel(int32_t g)
g_restorePalette = -1;
G_FadePalette(0,0,0,0);
G_UpdateScreenArea();
clearview(0L);
G_DrawBackground();