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Removes RenderPath
We can render the game only with shaders so we don't need to support fixed function pipeline as a separate render path. We only need to know when to warn a user. Fixes #6244
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2025 Wildfire Games.
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/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -96,7 +96,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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? Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER
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: Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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// TODO: Should check which renderpath is selected and only preload the necessary textures.
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// TODO: Should check which material is selected and only preload the necessary textures.
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texture->Prefetch();
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material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
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}
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@@ -151,7 +151,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
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// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
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// TODO: Should check which renderpath is selected and only preload the necessary textures.
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// TODO: Should check which material is selected and only preload the necessary textures.
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texture->Prefetch();
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material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
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}
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