Updates to the flush rendering objects function calls to allow for
managment of amount of time available to do gl delete's. This control is required for constant frame rate applications.
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@@ -95,7 +95,7 @@ void Texture::TextureObjectManager::addTextureObjectsFrom(Texture& texture)
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texture.takeTextureObjects(_textureObjectListMap);
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}
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void Texture::TextureObjectManager::deleteTextureObjects(unsigned int contextID,double currentTime)
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void Texture::TextureObjectManager::flushTextureObjects(unsigned int contextID,double currentTime, double& availbleTime)
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{
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TextureObjectList& tol = _textureObjectListMap[contextID];
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@@ -145,6 +145,10 @@ Texture::TextureObjectManager* Texture::getTextureObjectManager()
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return s_textureObjectManager.get();
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}
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void Texture::flushTextureObjects(unsigned int contextID,double currentTime, double& availbleTime)
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{
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getTextureObjectManager()->flushTextureObjects(contextID, currentTime, availbleTime);
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}
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Texture::Texture():
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_wrap_s(CLAMP),
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@@ -836,7 +840,7 @@ void Texture::applyTexImage2D_subload(State& state, GLenum target, const Image*
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size = ((width+3)/4)*((height+3)/4)*blockSize;
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state.checkGLErrors("before extensions->glCompressedTexSubImage2D(");
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//state.checkGLErrors("before extensions->glCompressedTexSubImage2D(");
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extensions->glCompressedTexSubImage2D(target, k,
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0, 0,
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@@ -845,7 +849,7 @@ void Texture::applyTexImage2D_subload(State& state, GLenum target, const Image*
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size,
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image->getMipmapData(k));
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state.checkGLErrors("after extensions->glCompressedTexSubImage2D(");
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//state.checkGLErrors("after extensions->glCompressedTexSubImage2D(");
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width >>= 1;
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height >>= 1;
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