int gld_wipe_exitMelt(int ticks) { if (wipe_scr_start_tex != 0) { qglDeleteTextures(1, &wipe_scr_start_tex); wipe_scr_start_tex = 0; } if (wipe_scr_end_tex != 0) { qglDeleteTextures(1, &wipe_scr_end_tex); wipe_scr_end_tex = 0; } gld_ResetLastTexture(); return 0; }
void gld_FlushTextures(void) { gld_CleanTexItems(numtextures, &gld_GLTextures); gld_CleanTexItems(numlumps, &gld_GLPatchTextures); gld_CleanTexItems(numlumps, &gld_GLStaticPatchTextures); gl_has_hires = 0; gld_ResetLastTexture(); #ifdef HAVE_LIBSDL_IMAGE gld_HiRes_BuildTables(); #endif gld_InitSky(); // do not draw anything in current frame after flushing gld_ResetDrawInfo(); }