Optimise the screen texture setup for SDL2, Post-processor, and wipes.
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time. Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
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- src/hardware/hw_drv.h 2 additions, 0 deletionssrc/hardware/hw_drv.h
- src/hardware/hw_main.c 3 additions, 0 deletionssrc/hardware/hw_main.c
- src/hardware/r_opengl/r_opengl.c 111 additions, 34 deletionssrc/hardware/r_opengl/r_opengl.c
- src/sdl/hwsym_sdl.c 1 addition, 0 deletionssrc/sdl/hwsym_sdl.c
- src/sdl/i_video.c 1 addition, 0 deletionssrc/sdl/i_video.c
- src/sdl12/hwsym_sdl.c 1 addition, 0 deletionssrc/sdl12/hwsym_sdl.c
- src/sdl12/i_video.c 1 addition, 0 deletionssrc/sdl12/i_video.c
- src/win32/win_dll.c 2 additions, 0 deletionssrc/win32/win_dll.c
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