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https://github.com/ZDoom/raze-gles.git
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- removed FHardwareTexture's mSampler member.
This was a mostly unused relic of early development, the few places using it were static sampler settings.
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parent
f6ca5fa650
commit
362be65060
4 changed files with 4 additions and 10 deletions
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@ -67,7 +67,6 @@ static FHardwareTexture *gloadtex(const int32_t *picbuf, int32_t xsiz, int32_t y
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auto tex = GLInterface.NewTexture();
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tex->CreateTexture(xsiz, ysiz, FHardwareTexture::TrueColor, false);
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tex->LoadTexture((uint8_t*)pic2);
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tex->SetSampler(SamplerNoFilterClampXY);
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Xfree(pic2);
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return tex;
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@ -18,7 +18,6 @@ public:
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private:
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int mSampler = 0;
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unsigned int glTexID = 0;
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unsigned int glDepthID = 0; // only used by camera textures
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unsigned int glBufferID = 0;
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@ -47,8 +46,6 @@ public:
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unsigned int LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h);
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unsigned int LoadTexture(FBitmap &bmp);
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unsigned int GetTextureHandle();
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int GetSampler() { return mSampler; }
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void SetSampler(int sampler) { mSampler = sampler; }
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bool isIndexed() const { return internalType == Indexed; }
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void BindToFrameBuffer(int w, int h);
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@ -103,10 +103,9 @@ void PaletteManager::BindPalette(int index)
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auto p = GLInterface.NewTexture();
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p->CreateTexture(256, 1, FHardwareTexture::TrueColor, false);
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p->LoadTexture((uint8_t*)palettedata->Palette);
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p->SetSampler(SamplerNoFilterClampXY);
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palettetextures[index] = p;
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}
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inst->BindTexture(2, palettetextures[index]);
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inst->BindTexture(2, palettetextures[index], SamplerNoFilterClampXY);
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}
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}
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@ -141,10 +140,9 @@ void PaletteManager::BindPalswap(int index)
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p[0] = 0;
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}
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p->LoadTexture(lookup.Data());
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p->SetSampler(SamplerNoFilterClampXY);
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palswaptextures[index] = p;
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}
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inst->BindTexture(1, palswaptextures[index]);
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inst->BindTexture(1, palswaptextures[index], SamplerNoFilterClampXY);
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inst->SetFadeColor(lookups.getFade(index));
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}
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}
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@ -350,7 +350,7 @@ public:
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SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
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}
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void BindTexture(int texunit, FHardwareTexture* tex, int sampler = NoSampler)
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void BindTexture(int texunit, FHardwareTexture* tex, int sampler)
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{
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if (!tex) return;
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if (texunit == 0)
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@ -359,7 +359,7 @@ public:
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else renderState.Flags &= ~RF_UsePalette;
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}
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renderState.texIds[texunit] = tex->GetTextureHandle();
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renderState.samplerIds[texunit] = sampler == NoSampler ? tex->GetSampler() : sampler;
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renderState.samplerIds[texunit] = sampler;
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}
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void UnbindTexture(int texunit)
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