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:
@@ -139,7 +139,7 @@ void GameStateOptions::Update(float dt)
|
||||
if (newProfile != "")
|
||||
{
|
||||
options[Options::ACTIVE_PROFILE] = newProfile;
|
||||
options.reloadProfile(false);
|
||||
options.reloadProfile();
|
||||
optionsTabs->Reload();
|
||||
}
|
||||
newProfile = "";
|
||||
@@ -192,7 +192,7 @@ void GameStateOptions::Update(float dt)
|
||||
}
|
||||
if (mReload)
|
||||
{
|
||||
options.reloadProfile(true);
|
||||
options.reloadProfile();
|
||||
Translator::EndInstance();
|
||||
Translator::GetInstance()->init();
|
||||
optionsTabs->Reload();
|
||||
|
||||
Reference in New Issue
Block a user