Fixed the graphics whiteout bug I introduced when switching profiles. When Refresh() was being called on the texture, the bitmap wasn't been re-transferred back into the openGL context.

While debugging this, I noticed a separate issue:  when changing profiles, we'd actually call refresh twice.  Removed the spurious call, as reloading profiles doesn't need to concern itself with the image cache - that's already covered by the game options menu.

Also did some minor formatting / cleanup in the JGfx code for PSP - stubbed out a bunch of JLOG calls I had put in while debugging the PNG loading code.
This commit is contained in:
wrenczes@gmail.com
2010-12-02 04:04:03 +00:00
parent 8fa6578757
commit 2693f35506
8 changed files with 223 additions and 204 deletions

View File

@@ -149,10 +149,11 @@ public:
** However, this doesn't work if you want to call LoadTexture in a separate worker thread, as
** OpenGL has a limitation where only one thread can run the context. Now, the image loading/decompression
** happens in LoadTexture, and the JQuad constructor will complete the texture binding with this helper function.
**
** On PSP, this is a no-op.
*/
#if defined (WIN32) || defined (LINUX)
void static TransferTextureToGLContext(JTexture& inTexture);
#endif
void TransferTextureToGLContext(JTexture& inTexture);
//////////////////////////////////////////////////////////////////////////
/// Create texture from memory on the fly.
///