mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 07:34:50 +00:00
- route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change.
This commit is contained in:
parent
d5633701b4
commit
4bb320a27c
16 changed files with 37 additions and 35 deletions
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@ -303,7 +303,7 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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FMaterial * tex = FMaterial::ValidateTexture(skin, false);
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FMaterial * tex = FMaterial::ValidateTexture(skin, false);
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tex->Bind(CLAMP_NONE, translation, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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GLRenderer->mModelVBO->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, inter);
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GLRenderer->mModelVBO->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, inter);
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@ -267,7 +267,7 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin, false);
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FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin, false);
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tex->Bind(CLAMP_NONE, translation, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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GLRenderer->mModelVBO->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, inter);
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GLRenderer->mModelVBO->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, inter);
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@ -417,7 +417,7 @@ int FVoxelModel::FindFrame(const char * name)
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void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation)
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void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation)
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{
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{
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FMaterial * tex = FMaterial::ValidateTexture(skin, false);
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FMaterial * tex = FMaterial::ValidateTexture(skin, false);
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tex->Bind(CLAMP_NOFILTER, translation, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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GLRenderer->mModelVBO->SetupFrame(vindex, vindex, 0.f);
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GLRenderer->mModelVBO->SetupFrame(vindex, vindex, 0.f);
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@ -329,7 +329,7 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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}
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}
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}
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}
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gl_SetRenderStyle(parms.style, !parms.masked, false);
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gl_SetRenderStyle(parms.style, !parms.masked, false);
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gltex->Bind(CLAMP_XY_NOMIP, translation, 0, !!(parms.style.Flags & STYLEF_RedIsAlpha));
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gl_RenderState.SetMaterial(gltex, CLAMP_XY_NOMIP, translation, 0, !!(parms.style.Flags & STYLEF_RedIsAlpha));
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u1 = gltex->GetUL();
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u1 = gltex->GetUL();
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v1 = gltex->GetVT();
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v1 = gltex->GetVT();
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@ -339,7 +339,7 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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}
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}
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else
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else
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{
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{
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gltex->Bind(CLAMP_XY_NOMIP, 0, -1, false);
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gl_RenderState.SetMaterial(gltex, CLAMP_XY_NOMIP, 0, -1, false);
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u1 = 0.f;
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u1 = 0.f;
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v1 = 1.f;
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v1 = 1.f;
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u2 = 1.f;
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u2 = 1.f;
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@ -493,7 +493,7 @@ void FGLRenderer::FlatFill (int left, int top, int right, int bottom, FTexture *
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if (!gltexture) return;
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if (!gltexture) return;
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gltexture->Bind(CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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// scaling is not used here.
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// scaling is not used here.
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if (!local_origin)
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if (!local_origin)
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@ -586,7 +586,7 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
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gl_SetColor(lightlevel, 0, cm, 1.f);
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gl_SetColor(lightlevel, 0, cm, 1.f);
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gltexture->Bind(CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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int i;
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int i;
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float rot = float(rotation * M_PI / float(1u << 31));
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float rot = float(rotation * M_PI / float(1u << 31));
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@ -5,6 +5,7 @@
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_matrix.h"
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#include "gl/data/gl_matrix.h"
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#include "gl/textures/gl_material.h"
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#include "c_cvars.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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#include "r_defs.h"
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@ -97,10 +98,11 @@ public:
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void Reset();
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void Reset();
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void SetShader(int shaderindex, float warptime)
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
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{
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{
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mEffectState = shaderindex;
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mEffectState = overrideshader >= 0? overrideshader : mat->mShaderIndex;
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mShaderTimer = warptime;
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mShaderTimer = mat->tex->gl_info.shaderspeed;
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mat->Bind(clampmode, translation, alphatexture);
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}
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}
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void Apply();
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void Apply();
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@ -319,7 +319,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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gl_SetRenderStyle(decal->RenderStyle, false, false);
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gl_SetRenderStyle(decal->RenderStyle, false, false);
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tex->Bind(CLAMP_XY, decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha));
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gl_RenderState.SetMaterial(tex, CLAMP_XY, decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha));
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// If srcalpha is one it looks better with a higher alpha threshold
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// If srcalpha is one it looks better with a higher alpha threshold
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@ -1097,7 +1097,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
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int rel = getExtraLight();
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int rel = getExtraLight();
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gl_SetColor(lightlevel, rel, Colormap, 1.0f);
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gl_SetColor(lightlevel, rel, Colormap, 1.0f);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gltexture->Bind(CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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float fviewx = FIXED2FLOAT(viewx);
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float fviewx = FIXED2FLOAT(viewx);
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float fviewy = FIXED2FLOAT(viewy);
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float fviewy = FIXED2FLOAT(viewy);
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@ -341,7 +341,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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case GLPASS_ALL:
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case GLPASS_ALL:
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gltexture->Bind(CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
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DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false);
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gl_RenderState.EnableTextureMatrix(false);
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gl_RenderState.EnableTextureMatrix(false);
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@ -367,7 +367,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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}
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}
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else
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else
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{
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{
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gltexture->Bind(CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, true, true);
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DrawSubsectors(pass, true, true);
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gl_RenderState.EnableTextureMatrix(false);
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gl_RenderState.EnableTextureMatrix(false);
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@ -1011,7 +1011,7 @@ void GLHorizonPortal::DrawContents()
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}
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}
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gltexture->Bind(CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(sp, gltexture);
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gl_SetPlaneTextureRotation(sp, gltexture);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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@ -1119,7 +1119,7 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in
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if (!usefb)
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if (!usefb)
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{
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{
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glFlush();
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glFlush();
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gltex->Bind(0, 0, -1, false);
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gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
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}
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}
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else
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else
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@ -268,7 +268,7 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
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if (tex)
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if (tex)
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{
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{
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tex->Bind(CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, 0, -1, false);
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texw = tex->TextureWidth();
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texw = tex->TextureWidth();
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texh = tex->TextureHeight();
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texh = tex->TextureHeight();
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gl_RenderState.EnableModelMatrix(true);
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gl_RenderState.EnableModelMatrix(true);
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@ -333,7 +333,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
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// north
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// north
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tex = FMaterial::ValidateTexture(sb->faces[0], false);
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tex = FMaterial::ValidateTexture(sb->faces[0], false);
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tex->Bind(CLAMP_XY, 0, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr = GLRenderer->mVBO->GetBuffer();
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@ -349,7 +349,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
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// east
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// east
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tex = FMaterial::ValidateTexture(sb->faces[1], false);
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tex = FMaterial::ValidateTexture(sb->faces[1], false);
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tex->Bind(CLAMP_XY, 0, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr = GLRenderer->mVBO->GetBuffer();
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@ -365,7 +365,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
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// south
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// south
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tex = FMaterial::ValidateTexture(sb->faces[2], false);
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tex = FMaterial::ValidateTexture(sb->faces[2], false);
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tex->Bind(CLAMP_XY, 0, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr = GLRenderer->mVBO->GetBuffer();
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@ -381,7 +381,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
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// west
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// west
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tex = FMaterial::ValidateTexture(sb->faces[3], false);
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tex = FMaterial::ValidateTexture(sb->faces[3], false);
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tex->Bind(CLAMP_XY, 0, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr = GLRenderer->mVBO->GetBuffer();
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@ -425,7 +425,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
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// top
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// top
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tex = FMaterial::ValidateTexture(sb->faces[faces], false);
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tex = FMaterial::ValidateTexture(sb->faces[faces], false);
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tex->Bind(CLAMP_XY, 0, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr = GLRenderer->mVBO->GetBuffer();
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@ -441,7 +441,7 @@ static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool
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// bottom
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// bottom
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tex = FMaterial::ValidateTexture(sb->faces[faces+1], false);
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tex = FMaterial::ValidateTexture(sb->faces[faces+1], false);
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tex->Bind(CLAMP_XY, 0, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr = GLRenderer->mVBO->GetBuffer();
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@ -214,7 +214,7 @@ void GLSprite::Draw(int pass)
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gl_RenderState.SetFog(0, 0);
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gl_RenderState.SetFog(0, 0);
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}
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}
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if (gltexture) gltexture->Bind(CLAMP_XY, translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha));
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if (gltexture) gl_RenderState.SetMaterial(gltexture, CLAMP_XY, translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha));
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else if (!modelframe) gl_RenderState.EnableTexture(false);
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else if (!modelframe) gl_RenderState.EnableTexture(false);
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if (!modelframe)
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if (!modelframe)
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrortexture, false);
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FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrortexture, false);
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pat->Bind(CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetMaterial(pat, CLAMP_NONE, 0, -1, false);
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flags &= ~GLWF_GLOW;
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flags &= ~GLWF_GLOW;
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RenderWall(RWF_BLANK);
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RenderWall(RWF_BLANK);
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@ -326,7 +326,7 @@ void GLWall::RenderTranslucentWall()
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if (gltexture)
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if (gltexture)
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{
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{
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gltexture->Bind(flags & 3, 0, -1, false);
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gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
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extra = getExtraLight();
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extra = getExtraLight();
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}
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}
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else
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else
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@ -390,7 +390,7 @@ void GLWall::Draw(int pass)
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else gl_SetFog(255, 0, NULL, false);
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else gl_SetFog(255, 0, NULL, false);
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gltexture->Bind(flags & 3, false, -1, false);
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gl_RenderState.SetMaterial(gltexture, flags & 3, false, -1, false);
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RenderWall(RWF_TEXTURED|RWF_GLOW);
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RenderWall(RWF_TEXTURED|RWF_GLOW);
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gl_RenderState.EnableGlow(false);
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gl_RenderState.EnableGlow(false);
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break;
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break;
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@ -96,7 +96,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
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FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
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FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
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if (!tex) return;
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if (!tex) return;
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tex->Bind(CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
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gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
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int vw = viewwidth;
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int vw = viewwidth;
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int vh = viewheight;
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int vh = viewheight;
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@ -616,11 +616,9 @@ static int lastclamp;
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static int lasttrans;
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static int lasttrans;
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static bool lastalpha;
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static bool lastalpha;
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void FMaterial::Bind(int clampmode, int translation, int overrideshader, bool alphatexture)
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{
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int shaderindex = overrideshader >= 0? overrideshader : mShaderIndex;
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gl_RenderState.SetShader(shaderindex, tex->gl_info.shaderspeed);
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void FMaterial::Bind(int clampmode, int translation, bool alphatexture)
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{
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// avoid rebinding the same texture multiple times.
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// avoid rebinding the same texture multiple times.
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if (this == last && lastclamp == clampmode && translation == lasttrans && lastalpha == alphatexture) return;
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if (this == last && lastclamp == clampmode && translation == lasttrans && lastalpha == alphatexture) return;
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last = this;
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last = this;
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@ -636,7 +634,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader, bool al
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else if (tex->bWarped && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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else if (tex->bWarped && clampmode <= CLAMP_XY) clampmode = CLAMP_NONE;
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const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, alphatexture, allowhires? tex:NULL);
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const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, alphatexture, allowhires? tex:NULL);
|
||||||
if (gltexture != NULL && shaderindex > 0 && overrideshader == -1)
|
if (gltexture != NULL)
|
||||||
{
|
{
|
||||||
for(unsigned i=0;i<mTextureLayers.Size();i++)
|
for(unsigned i=0;i<mTextureLayers.Size();i++)
|
||||||
{
|
{
|
||||||
|
@ -671,7 +669,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader, bool al
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
void FMaterial::Precache()
|
void FMaterial::Precache()
|
||||||
{
|
{
|
||||||
Bind(0, 0, 0, false);
|
Bind(0, 0, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
|
@ -93,6 +93,8 @@ public:
|
||||||
|
|
||||||
class FMaterial
|
class FMaterial
|
||||||
{
|
{
|
||||||
|
friend class FRenderState;
|
||||||
|
|
||||||
struct FTextureLayer
|
struct FTextureLayer
|
||||||
{
|
{
|
||||||
FTexture *texture;
|
FTexture *texture;
|
||||||
|
@ -137,7 +139,7 @@ public:
|
||||||
}
|
}
|
||||||
|
|
||||||
//void Bind(int clamp = 0, int translation = 0, int overrideshader = 0, bool alphatexture = false);
|
//void Bind(int clamp = 0, int translation = 0, int overrideshader = 0, bool alphatexture = false);
|
||||||
void Bind(int clamp, int translation, int overrideshader, bool alphatexture);
|
void Bind(int clamp, int translation, bool alphatexture);
|
||||||
|
|
||||||
unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool allowhires=true) const
|
unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool allowhires=true) const
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue