simplify opengl shadow building code
REVIEW: 103236 (cherry picked from commit 9ff807b192313c01d2e4d77a2db791bd7b53b680)
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parent
634a504ce1
commit
eedba353d6
1 changed files with 111 additions and 104 deletions
215
scene_opengl.cpp
215
scene_opengl.cpp
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@ -1570,134 +1570,144 @@ SceneOpenGLShadow::~SceneOpenGLShadow()
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void SceneOpenGLShadow::buildQuads()
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{
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// prepare window quads
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WindowQuadList quads = shadowQuads();
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quads.clear();
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const QRectF topRect(QPoint(0, 0), shadowPixmap(ShadowElementTop).size());
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const QRectF topRightRect(QPoint(0, 0), shadowPixmap(ShadowElementTopRight).size());
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const QRectF rightRect(QPoint(0, 0), shadowPixmap(ShadowElementRight).size());
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const QRectF bottomRightRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomRight).size());
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const QRectF bottomRect(QPoint(0, 0), shadowPixmap(ShadowElementBottom).size());
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const QRectF bottomLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomLeft).size());
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const QRectF leftRect(QPoint(0, 0), shadowPixmap(ShadowElementLeft).size());
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const QRectF topLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementTopLeft).size());
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if ((leftRect.width() - leftOffset() > topLevel()->width()) ||
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(rightRect.width() - rightOffset() > topLevel()->width()) ||
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(topRect.height() - topOffset() > topLevel()->height()) ||
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(bottomRect.height() - bottomOffset() > topLevel()->height())) {
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m_shadowQuads.clear();
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const QSizeF top(shadowPixmap(ShadowElementTop).size());
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const QSizeF topRight(shadowPixmap(ShadowElementTopRight).size());
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const QSizeF right(shadowPixmap(ShadowElementRight).size());
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const QSizeF bottomRight(shadowPixmap(ShadowElementBottomRight).size());
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const QSizeF bottom(shadowPixmap(ShadowElementBottom).size());
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const QSizeF bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
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const QSizeF left(shadowPixmap(ShadowElementLeft).size());
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const QSizeF topLeft(shadowPixmap(ShadowElementTopLeft).size());
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if ((left.width() - leftOffset() > topLevel()->width()) ||
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(right.width() - rightOffset() > topLevel()->width()) ||
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(top.height() - topOffset() > topLevel()->height()) ||
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(bottom.height() - bottomOffset() > topLevel()->height())) {
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// if our shadow is bigger than the window, we don't render the shadow
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setShadowRegion(QRegion());
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return;
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}
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const QRectF outerRect(QPointF(-leftOffset(), -topOffset()), QPointF(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset()));
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// calculate the width
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const qreal cornerWidth = topLeftRect.width() + topRightRect.width() + bottomLeftRect.width() + bottomRightRect.width();
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const qreal leftRightWidth = leftRect.width() + rightRect.width();
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const qreal topBottomWidth = topRect.width() + bottomRect.width();
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const qreal cornerWidth = topLeft.width() + topRight.width() + bottomLeft.width() + bottomRight.width();
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const qreal leftRightWidth = left.width() + right.width();
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const qreal topBottomWidth = top.width() + bottom.width();
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// calculate the height
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const qreal cornerHeight = qMax<int>(topLeftRect.height(), qMax<int>(topRightRect.height(), qMax<int>(bottomLeftRect.height(), bottomRightRect.height())));
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const qreal leftRightHeight = qMax<int>(leftRect.height(), rightRect.height());
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const qreal cornerHeight = qMax<int>(topLeft.height(), qMax<int>(topRight.height(), qMax<int>(bottomLeft.height(), bottomRight.height())));
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const qreal leftRightHeight = qMax<int>(left.height(), right.height());
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const qreal width = m_texture->width();
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const qreal height = m_texture->height();
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qreal tx1, tx2, ty1, ty2;
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tx1 = tx2 = ty1 = ty2 = 0.0;
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tx2 = topLeftRect.width()/width;
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ty2 = topLeftRect.height()/height;
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qreal tx1(0.0), tx2(0.0), ty1(0.0), ty2(0.0);
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tx2 = topLeft.width()/width;
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ty2 = topLeft.height()/height;
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WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
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topLeftQuad[ 0 ] = WindowVertex(-leftOffset(), -topOffset(), tx1, ty1);
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topLeftQuad[ 1 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset(), tx2, ty1);
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topLeftQuad[ 2 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset() + topLeftRect.height(), tx2, ty2);
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topLeftQuad[ 3 ] = WindowVertex(-leftOffset(), -topOffset() + topLeftRect.height(), tx1, ty2);
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quads.append(topLeftQuad);
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tx2 = topRect.width()/width;
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topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), tx1, ty1);
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topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx2, ty1);
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topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), tx2, ty2);
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topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty2);
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m_shadowQuads.append(topLeftQuad);
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tx2 = top.width()/width;
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ty1 = (cornerHeight + leftRightHeight)/height;
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ty2 = (cornerHeight + leftRightHeight + topRect.height())/height;
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ty2 = (cornerHeight + leftRightHeight + top.height())/height;
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WindowQuad topQuad(WindowQuadShadowTop);
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topQuad[ 0 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset(), tx1, ty1);
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topQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset(), tx2, ty1);
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topQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset() + topRect.height(),tx2, ty2);
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topQuad[ 3 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset() + topRect.height(), tx1, ty2);
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quads.append(topQuad);
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tx1 = topLeftRect.width()/width;
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tx2 = (topLeftRect.width() + topRightRect.width())/width;
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topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx1, ty1);
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topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx2, ty1);
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topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(),tx2, ty2);
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topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), tx1, ty2);
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m_shadowQuads.append(topQuad);
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tx1 = topLeft.width()/width;
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tx2 = (topLeft.width() + topRight.width())/width;
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ty1 = 0.0;
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ty2 = topRightRect.height()/height;
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ty2 = topRight.height()/height;
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WindowQuad topRightQuad(WindowQuadShadowTopRight);
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topRightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset(), tx1, ty1);
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topRightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset(), tx2, ty1);
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topRightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset() + topRightRect.height(), tx2, ty2);
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topRightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset() + topRightRect.height(), tx1, ty2);
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quads.append(topRightQuad);
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tx1 = leftRect.width()/width;
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topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx1, ty1);
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topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), tx2, ty1);
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topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty2);
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topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), tx1, ty2);
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m_shadowQuads.append(topRightQuad);
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tx1 = left.width()/width;
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tx2 = leftRightWidth/width;
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ty1 = cornerHeight/height;
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ty2 = (cornerHeight+rightRect.height())/height;
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ty2 = (cornerHeight+right.height())/height;
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WindowQuad rightQuad(WindowQuadShadowRight);
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rightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - rightRect.width(), -topOffset() + topRightRect.height(), tx1, ty1);
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rightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset() + topRightRect.height(), tx2, ty1);
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rightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx2, ty2);
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rightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - rightRect.width(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx1, ty2);
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quads.append(rightQuad);
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tx1 = (topLeftRect.width() + topRightRect.width() + bottomLeftRect.width())/width;
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rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), tx1, ty1);
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rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty1);
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rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty2);
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rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), tx1, ty2);
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m_shadowQuads.append(rightQuad);
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tx1 = (topLeft.width() + topRight.width() + bottomLeft.width())/width;
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tx2 = cornerWidth/width;
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ty1 = 0.0;
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ty2 = bottomRightRect.height()/height;
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ty2 = bottomRight.height()/height;
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WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
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bottomRightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx1, ty1);
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bottomRightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx2, ty1);
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bottomRightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset(), tx2, ty2);
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bottomRightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset(), tx1, ty2);
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quads.append(bottomRightQuad);
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tx1 = topRect.width()/width;
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bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), tx1, ty1);
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bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty1);
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bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), tx2, ty2);
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bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx1, ty2);
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m_shadowQuads.append(bottomRightQuad);
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tx1 = top.width()/width;
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tx2 = topBottomWidth/width;
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ty1 = (cornerHeight + leftRightHeight)/height;
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ty2 = (cornerHeight + leftRightHeight + bottomRect.height())/height;
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ty2 = (cornerHeight + leftRightHeight + bottom.height())/height;
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WindowQuad bottomQuad(WindowQuadShadowBottom);
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bottomQuad[ 0 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset() - bottomRect.height(), tx1, ty1);
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bottomQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset() - bottomRect.height(), tx2, ty1);
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bottomQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset(), tx2, ty2);
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bottomQuad[ 3 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset(), tx1, ty2);
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quads.append(bottomQuad);
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tx1 = (topLeftRect.width() + topRightRect.width())/width;
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tx2 = (topLeftRect.width() + topRightRect.width() + bottomLeftRect.width())/width;
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bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), tx1, ty1);
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bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), tx2, ty1);
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bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx2, ty2);
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bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx1, ty2);
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m_shadowQuads.append(bottomQuad);
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tx1 = (topLeft.width() + topRight.width())/width;
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tx2 = (topLeft.width() + topRight.width() + bottomLeft.width())/width;
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ty1 = 0.0;
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ty2 = bottomLeftRect.height()/height;
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ty2 = bottomLeft.height()/height;
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WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
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bottomLeftQuad[ 0 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx1, ty1);
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bottomLeftQuad[ 1 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx2, ty1);
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bottomLeftQuad[ 2 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset(), tx2, ty2);
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bottomLeftQuad[ 3 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset(), tx1, ty2);
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quads.append(bottomLeftQuad);
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bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty1);
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bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty1);
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bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx2, ty2);
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bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), tx1, ty2);
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m_shadowQuads.append(bottomLeftQuad);
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tx1 = 0.0;
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tx2 = leftRect.width()/width;
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tx2 = left.width()/width;
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ty1 = cornerHeight/height;
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ty2 = (cornerHeight+leftRect.height())/height;
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ty2 = (cornerHeight+left.height())/height;
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WindowQuad leftQuad(WindowQuadShadowLeft);
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leftQuad[ 0 ] = WindowVertex(-leftOffset(), -topOffset() + topLeftRect.height(), tx1, ty1);
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leftQuad[ 1 ] = WindowVertex(-leftOffset() + leftRect.width(), -topOffset() + topLeftRect.height(), tx2, ty1);
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leftQuad[ 2 ] = WindowVertex(-leftOffset() + leftRect.width(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx2, ty2);
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leftQuad[ 3 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx1, ty2);
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quads.append(leftQuad);
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m_shadowQuads = quads;
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leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty1);
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leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), tx2, ty1);
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leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty2);
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leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty2);
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m_shadowQuads.append(leftQuad);
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}
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bool SceneOpenGLShadow::prepareBackend()
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{
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const QRect topRect(QPoint(0, 0), shadowPixmap(ShadowElementTop).size());
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const QRect topRightRect(QPoint(0, 0), shadowPixmap(ShadowElementTopRight).size());
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const QRect rightRect(QPoint(0, 0), shadowPixmap(ShadowElementRight).size());
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const QRect bottomRightRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomRight).size());
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const QRect bottomRect(QPoint(0, 0), shadowPixmap(ShadowElementBottom).size());
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const QRect bottomLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomLeft).size());
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const QRect leftRect(QPoint(0, 0), shadowPixmap(ShadowElementLeft).size());
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const QRect topLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementTopLeft).size());
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const QSize top(shadowPixmap(ShadowElementTop).size());
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const QSize topRight(shadowPixmap(ShadowElementTopRight).size());
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const QSize right(shadowPixmap(ShadowElementRight).size());
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const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).size());
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const QSize bottom(shadowPixmap(ShadowElementBottom).size());
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const QSize bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
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const QSize left(shadowPixmap(ShadowElementLeft).size());
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const QSize topLeft(shadowPixmap(ShadowElementTopLeft).size());
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// calculate the width
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const int cornerWidth = topLeftRect.width() + topRightRect.width() + bottomLeftRect.width() + bottomRightRect.width();
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const int leftRightWidth = leftRect.width() + rightRect.width();
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const int topBottomWidth = topRect.width() + bottomRect.width();
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const int cornerWidth = topLeft.width() + topRight.width() + bottomLeft.width() + bottomRight.width();
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const int leftRightWidth = left.width() + right.width();
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const int topBottomWidth = top.width() + bottom.width();
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const int width = qMax<int>(cornerWidth, qMax<int>(leftRightWidth, topBottomWidth));
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// calculate the height
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const int cornerHeight = qMax<int>(topLeftRect.height(), qMax<int>(topRightRect.height(), qMax<int>(bottomLeftRect.height(), bottomRightRect.height())));
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const int leftRightHeight = qMax<int>(leftRect.height(), rightRect.height());
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const int topBottomHeight = qMax<int>(topRect.height(), bottomRect.height());
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const int cornerHeight = qMax<int>(topLeft.height(), qMax<int>(topRight.height(), qMax<int>(bottomLeft.height(), bottomRight.height())));
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const int leftRightHeight = qMax<int>(left.height(), right.height());
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const int topBottomHeight = qMax<int>(top.height(), bottom.height());
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const int height = cornerHeight + leftRightHeight + topBottomHeight;
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QImage image(width, height, QImage::Format_ARGB32);
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@ -1705,21 +1715,18 @@ bool SceneOpenGLShadow::prepareBackend()
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QPainter p;
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p.begin(&image);
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p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft));
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p.drawPixmap(topLeftRect.width(), 0, shadowPixmap(ShadowElementTopRight));
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p.drawPixmap(topLeftRect.width() + topRightRect.width(), 0, shadowPixmap(ShadowElementBottomLeft));
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p.drawPixmap(topLeftRect.width() + topRightRect.width() + bottomLeftRect.width(), 0, shadowPixmap(ShadowElementBottomRight));
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p.drawPixmap(topLeft.width(), 0, shadowPixmap(ShadowElementTopRight));
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p.drawPixmap(topLeft.width() + topRight.width(), 0, shadowPixmap(ShadowElementBottomLeft));
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p.drawPixmap(topLeft.width() + topRight.width() + bottomLeft.width(), 0, shadowPixmap(ShadowElementBottomRight));
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p.drawPixmap(0, cornerHeight, shadowPixmap(ShadowElementLeft));
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p.drawPixmap(leftRect.width(), cornerHeight, shadowPixmap(ShadowElementRight));
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p.drawPixmap(left.width(), cornerHeight, shadowPixmap(ShadowElementRight));
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p.drawPixmap(0, cornerHeight + leftRightHeight, shadowPixmap(ShadowElementTop));
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p.drawPixmap(topRect.width(), cornerHeight + leftRightHeight, shadowPixmap(ShadowElementBottom));
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p.drawPixmap(top.width(), cornerHeight + leftRightHeight, shadowPixmap(ShadowElementBottom));
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p.end();
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if (m_texture) {
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delete m_texture;
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m_texture = NULL;
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}
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delete m_texture;
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m_texture = new GLTexture(image);
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return true;
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}
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