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:
@@ -252,13 +252,15 @@ void WCachedTexture::Refresh()
|
||||
texture = NULL;
|
||||
|
||||
if (!Attempt(mFilename, loadedMode, error))
|
||||
SAFE_DELETE(texture);
|
||||
SAFE_DELETE(texture);
|
||||
|
||||
if (!texture)
|
||||
texture = old;
|
||||
else
|
||||
SAFE_DELETE(old);
|
||||
|
||||
JRenderer::GetInstance()->TransferTextureToGLContext(*texture);
|
||||
|
||||
for (vector<WTrackedQuad*>::iterator it = trackedQuads.begin(); it != trackedQuads.end(); it++)
|
||||
{
|
||||
if ((*it) && (*it)->quad) (*it)->quad->mTex = texture;
|
||||
|
||||
Reference in New Issue
Block a user