- fixed compile bugs

This commit is contained in:
Christoph Oelckers 2018-12-12 01:27:04 +01:00
parent 8fcc170e8f
commit 2cf6d213e2
5 changed files with 5 additions and 19 deletions

View file

@ -4,7 +4,6 @@ class FCanvasTexture;
// This list keeps track of the cameras that draw into canvas textures.
struct FCanvasTextureEntry
{
FCanvasTextureInfo *Next;
TObjPtr<AActor*> Viewpoint;
FCanvasTexture *Texture;
FTextureID PicNum;
@ -22,4 +21,4 @@ struct FCanvasTextureInfo
void Serialize(FSerializer &arc);
void Mark();
};
};

View file

@ -272,7 +272,7 @@ public:
return i;
}
template<class Func> const
template<class Func>
unsigned int FindEx(Func compare) const
{
unsigned int i;

View file

@ -399,11 +399,11 @@ bool FTexture::LoadHiresTexture(FTextureBuffer &texbuffer, bool checkonly)
if (dwdata[i] == 0xffffff00 || dwdata[i] == 0xffff00ff) dwdata[i] = 0;
}
}
texbuffer.mBuffer = buffer;
}
FContentIdBuilder contentId;
contentId.id = 0;
contentId.imageID = HiresTexture->GetImage()->GetId();
texbuffer.mBuffer = buffer;
texbuffer.mWidth = w;
texbuffer.mHeight = h;
texbuffer.mContentId = contentId.id;

View file

@ -673,7 +673,7 @@ FTextureBuffer FTexture::CreateTexBuffer(int translation, int flags)
if (flags & CTF_CheckHires)
{
// No image means that this cannot be checked,
if (GetImage() && LoadHiresTexture(result)) return result;
if (GetImage() && LoadHiresTexture(result, checkonly)) return result;
}
int exx = !!(flags & CTF_Expand);

View file

@ -337,7 +337,6 @@ public:
FSoftwareTexture *GetSoftwareTexture();
protected:
//int16_t LeftOffset, TopOffset;
DVector2 Scale;
@ -435,19 +434,7 @@ protected:
// Interfaces for the different renderers. Everything that needs to check renderer-dependent offsets
// should use these, so that if changes are needed, this is the only place to edit.
// For the original software renderer
int GetLeftOffsetSW() { return _LeftOffset[r_spriteadjustSW]; }
int GetTopOffsetSW() { return _TopOffset[r_spriteadjustSW]; }
int GetScaledLeftOffsetSW() { return GetScaledLeftOffset(r_spriteadjustSW); }
int GetScaledTopOffsetSW() { return GetScaledTopOffset(r_spriteadjustSW); }
// For the softpoly renderer, in case it wants adjustment
int GetLeftOffsetPo() { return _LeftOffset[r_spriteadjustSW]; }
int GetTopOffsetPo() { return _TopOffset[r_spriteadjustSW]; }
int GetScaledLeftOffsetPo() { return GetScaledLeftOffset(r_spriteadjustSW); }
int GetScaledTopOffsetPo() { return GetScaledTopOffset(r_spriteadjustSW); }
// For the hardware renderer
// For the hardware renderer. The software renderer's have been offloaded to FSoftwareTexture
int GetLeftOffsetHW() { return _LeftOffset[r_spriteadjustHW]; }
int GetTopOffsetHW() { return _TopOffset[r_spriteadjustHW]; }