Remove SceneOpenGL::Texture::load(QPixmap)
Fold it into the constructor, since that's the only place where it's called.
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49c8827345
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210df22b17
2 changed files with 1 additions and 10 deletions
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@ -757,7 +757,7 @@ SceneOpenGL::Texture::Texture(OpenGLBackend *backend)
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SceneOpenGL::Texture::Texture(OpenGLBackend *backend, const QPixmap &pix, GLenum target)
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SceneOpenGL::Texture::Texture(OpenGLBackend *backend, const QPixmap &pix, GLenum target)
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: GLTexture(*backend->createBackendTexture(this))
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: GLTexture(*backend->createBackendTexture(this))
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{
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{
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load(pix, target);
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GLTexture::load(pix.toImage(), target);
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}
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}
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SceneOpenGL::Texture::~Texture()
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SceneOpenGL::Texture::~Texture()
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@ -787,14 +787,6 @@ bool SceneOpenGL::Texture::load(xcb_pixmap_t pix, const QSize &size, int depth)
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return d->loadTexture(pix, size, depth);
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return d->loadTexture(pix, size, depth);
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}
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}
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bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target)
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{
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if (pixmap.isNull())
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return false;
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return GLTexture::load(pixmap.toImage(), target);
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}
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void SceneOpenGL::Texture::findTarget()
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void SceneOpenGL::Texture::findTarget()
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{
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{
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Q_D(Texture);
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Q_D(Texture);
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@ -166,7 +166,6 @@ public:
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Texture & operator = (const Texture& tex);
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Texture & operator = (const Texture& tex);
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using GLTexture::load;
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using GLTexture::load;
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virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
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virtual void discard();
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virtual void discard();
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bool update(const QRegion &damage);
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bool update(const QRegion &damage);
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