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- fixed a few things that slipped through
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parent
b2281c38e1
commit
d4cc217d42
2 changed files with 3 additions and 3 deletions
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@ -325,7 +325,7 @@ void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translatio
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int numLayers = mat->NumLayers();
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MaterialLayerInfo* layer;
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auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation));
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auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags))
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{
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@ -97,7 +97,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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TArray<FTexture*> layers;
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// First collect the potential max. texture set
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for (unsigned i = 1; i < TexMan.NumTextures(); i++)
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for (int i = 1; i < TexMan.NumTextures(); i++)
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{
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auto gametex = TexMan.GameByIndex(i);
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if (gametex &&
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@ -258,7 +258,7 @@ void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitl
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// delete unused hardware textures (i.e. those which didn't get referenced by any material in the cache list.)
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decltype(allTextures)::Iterator ita(allTextures);
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decltype(allTextures)::Pair* paira;
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while (it.NextPair(pair))
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while (ita.NextPair(paira))
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{
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paira->Key->CleanUnused();
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}
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