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https://github.com/ZDoom/gzdoom-gles.git
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Don't free replaced textures that are used as patches.
- Fixed: If a part of a multipatch texture is replaced by a HIRESTEX version, the original patch must not be deleted, since the multipatch texture still needs it for compositing.
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parent
5a5fb9b3d1
commit
1d4f4b25d7
4 changed files with 7 additions and 4 deletions
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@ -244,7 +244,6 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
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Height = SAFESHORT(mtexture.d->height);
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strncpy (Name, (const char *)mtexture.d->name, 8);
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Name[8] = 0;
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CalcBitSize ();
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xScale = mtexture.d->ScaleX ? mtexture.d->ScaleX*(FRACUNIT/8) : FRACUNIT;
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@ -280,6 +279,10 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
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NumParts--;
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i--;
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}
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else
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{
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Parts[i].Texture->bKeepAround = true;
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}
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if (strife)
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mpatch.s++;
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else
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@ -859,7 +862,6 @@ void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int d
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{
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pnames.Read (patchlookup[i].Name, 8);
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patchlookup[i].Name[8] = 0;
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FTextureID j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
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if (j.isValid())
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{
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@ -146,7 +146,7 @@ FTexture::FTexture (const char *name, int lumpnum)
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: LeftOffset(0), TopOffset(0),
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WidthBits(0), HeightBits(0), xScale(FRACUNIT), yScale(FRACUNIT), SourceLump(lumpnum),
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UseType(TEX_Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false),
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bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0), bComplex(false), bMultiPatch(false), bKeepAround(false),
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Rotations(0xFFFF), SkyOffset(0), Width(0), Height(0), WidthMask(0), Native(NULL)
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{
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id.SetInvalid();
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@ -428,7 +428,7 @@ void FTextureManager::ReplaceTexture (FTextureID picnum, FTexture *newtexture, b
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Textures[index].Texture = newtexture;
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newtexture->id = oldtexture->id;
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if (free)
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if (free && !oldtexture->bKeepAround)
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{
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delete oldtexture;
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}
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@ -177,6 +177,7 @@ public:
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// fully composited before subjected to any kind of postprocessing instead of
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// doing it per patch.
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BYTE bMultiPatch:1; // This is a multipatch texture (we really could use real type info for textures...)
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BYTE bKeepAround:1; // This texture was used as part of a multi-patch texture. Do not free it.
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WORD Rotations;
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SWORD SkyOffset;
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