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

@@ -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;