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Fixed detail texture problem with reset
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skyjake committed Jun 3, 2003
1 parent 6190da5 commit 2d4fd34
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Showing 5 changed files with 14 additions and 23 deletions.
2 changes: 1 addition & 1 deletion doomsday/Src/dd_defns.c
Expand Up @@ -676,7 +676,7 @@ void Def_PostInit(void)
details[i].flat_lump = W_CheckNumForName(defs.details[i].flat);
details[i].detail_lump = W_CheckNumForName
(defs.details[i].detail_lump);
details[i].gltex = ~0; // Not loaded.
details[i].gltex = -1; //~0; // Not loaded.
}
}

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4 changes: 1 addition & 3 deletions doomsday/Src/r_data.c
Expand Up @@ -840,9 +840,7 @@ void R_PrecacheLevel (void)
for (k = 0; k < 8; k++)
{
lump = spritelumps[sf->lump[k]].lump;
//spritememory += lumpinfo[lump].size;
//W_CacheLumpNum(lump, PU_CACHE);
GL_BindTexture(GL_PrepareSprite(sf->lump[k]));
GL_BindTexture(GL_PrepareSprite(sf->lump[k], 0));
}
}
}
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8 changes: 8 additions & 0 deletions doomsday/Src/r_extres.c
Expand Up @@ -89,6 +89,14 @@ void R_InitExternalResources(void)
R_SetDataPath("}Data\\");
}

/*
* Returns a pointer to the general data path.
*/
const char *R_GetDataPath(void)
{
return dataPath;
}

/*
* Set the data path. The game module is responsible for calling this.
*/
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6 changes: 4 additions & 2 deletions doomsday/Src/r_main.c
Expand Up @@ -145,12 +145,14 @@ void R_Update(void)

// Go back to startup-screen mode.
Con_StartupInit();
GL_ShutdownTextureManager();
//GL_ShutdownTextureManager();
GL_TotalReset(true);
GL_TotalReset(false);
R_UpdateData();
R_InitSprites(); // Fully reinitialize sprites.
R_InitSkyMap();
R_UpdateTranslationTables();
GL_InitRefresh();
//GL_InitRefresh();
// Re-read definitions.
Def_Read();
Def_PostInit();
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17 changes: 0 additions & 17 deletions doomsday/Src/r_model.c
Expand Up @@ -1092,9 +1092,6 @@ void R_InitModels(void)
float minmark;
modeldef_t *me, *other, *closest;

/* Str_Clear(&missing);
Str_Clear(&missing_skins);*/

// Dedicated servers do nothing with models.
if(isDedicated || ArgCheck("-nomd2")) return;

Expand All @@ -1121,20 +1118,6 @@ void R_InitModels(void)
}
Con_HideProgress();

// Report missing files.
/* if(Str_Length(&missing))
{
Con_Message("The following models weren't found:\n");
Con_Message(Str_Text(&missing));
Str_Free(&missing);
}
if(Str_Length(&missing_skins))
{
Con_Message("The following skins weren't found:\n");
Con_Message(Str_Text(&missing_skins));
Str_Free(&missing_skins);
}*/

// Create interlinks. Note that the order in which the defs were loaded
// is important. We want to allow "patch" definitions, right?

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