//----------------------------------------------------------------------------- // Restore all textures (cause we've got video memory again) //----------------------------------------------------------------------------- void CTextureManager::RestoreNonRenderTargetTextures( ) { // 360 should not have gotten here Assert( !IsX360() ); for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { if ( !m_TextureList[i]->IsRenderTarget() ) { RestoreTexture( m_TextureList[i] ); } } }
//----------------------------------------------------------------------------- // Restore just the render targets (cause we've got video memory again) //----------------------------------------------------------------------------- void CTextureManager::RestoreRenderTargets() { // 360 should not have gotten here Assert( !IsX360() ); for ( int i = m_TextureList.First(); i != m_TextureList.InvalidIndex(); i = m_TextureList.Next( i ) ) { if ( m_TextureList[i]->IsRenderTarget() ) { RestoreTexture( m_TextureList[i] ); } } if ( m_pFullScreenTexture ) { g_pShaderAPI->SetFullScreenTextureHandle( m_pFullScreenTexture->GetTextureHandle( 0 ) ); } CacheExternalStandardRenderTargets(); }
void CD3DTexture::OnCreateDevice() { RestoreTexture(); }