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- fixed: Texture precaching for sprites had some inverted logic and deleted everything that was still required.
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0cc57c6141
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1 changed files with 2 additions and 2 deletions
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@ -315,13 +315,13 @@ void FHardwareTexture::Clean(bool all)
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void FHardwareTexture::CleanUnused(SpriteHits &usedtranslations)
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void FHardwareTexture::CleanUnused(SpriteHits &usedtranslations)
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{
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{
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if (usedtranslations.CheckKey(0) != nullptr)
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if (usedtranslations.CheckKey(0) == nullptr)
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{
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{
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glDefTex.Delete();
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glDefTex.Delete();
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}
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}
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for (int i = glTex_Translated.Size()-1; i>= 0; i--)
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for (int i = glTex_Translated.Size()-1; i>= 0; i--)
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{
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{
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if (usedtranslations.CheckKey(glTex_Translated[i].translation) != nullptr)
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if (usedtranslations.CheckKey(glTex_Translated[i].translation) == nullptr)
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{
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{
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glTex_Translated[i].Delete();
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glTex_Translated[i].Delete();
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glTex_Translated.Delete(i);
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glTex_Translated.Delete(i);
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