67f2ad4563
the interface but it is more correct way (Microsoft even have a resource type of volume). - Moved usage, format, allocatedMemory and size onto the resource class structure. - Refactored Preload for classes that inherit BaseTexture, preload now binds the texture instead of bind texture calling preload, bindTexture allocated a glTexture if there isn't one. - Added two new class static members BaseTexture_CleanUp and Resource_CleanUp that should be called by classes that implement BaseTexture or Resource. |
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.. | ||
.cvsignore | ||
Makefile.in | ||
basetexture.c | ||
cubetexture.c | ||
d3d8.spec | ||
d3d8_main.c | ||
d3d8_private.h | ||
d3dcore_gl.h | ||
device.c | ||
directx.c | ||
drawprim.c | ||
indexbuffer.c | ||
resource.c | ||
shader.c | ||
stateblock.c | ||
surface.c | ||
swapchain.c | ||
texture.c | ||
utils.c | ||
version.rc | ||
vertexbuffer.c | ||
volume.c | ||
volumetexture.c | ||
vshaderdeclaration.c |