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