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Fixes the backend logic for setting/creating 3DTextures in D3D11
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6 changed files with 49 additions and 24 deletions
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@ -161,14 +161,14 @@ bool GFXTexHandle::set( U32 width, U32 height, GFXFormat format, GFXTextureProfi
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return isValid();
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}
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bool GFXTexHandle::set( U32 width, U32 height, U32 depth, void *pixels, GFXFormat format, GFXTextureProfile *profile, const String &desc, U32 numMipLevels )
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bool GFXTexHandle::set(U32 width, U32 height, U32 depth, GFXFormat format, GFXTextureProfile* profile, const String& desc, U32 numMipLevels)
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{
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// Clear the existing texture first, so that
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// its memory is free for the new allocation.
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free();
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// Create and set the new texture.
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StrongObjectRef::set( TEXMGR->createTexture( width, height, depth, pixels, format, profile,numMipLevels ) );
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StrongObjectRef::set(TEXMGR->createTexture(width, height, depth, format, profile, numMipLevels));
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#ifdef TORQUE_DEBUG
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if ( getPointer() )
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