From c2cd6be8e4c9bb2f64a0bd293bc48d659affb3a9 Mon Sep 17 00:00:00 2001 From: Sryder Date: Sat, 17 Nov 2018 15:23:12 +0000 Subject: [PATCH] Set the screen textures to use max higher texture IDs This should hopefully alleviate the issue where textures overwrite the screen, or the screen overwrites the texture for now. THIS IS NOT A FULL SOLUTION TO THE PROBLEM, but I highly doubt we'll ever be loading 4 billion textures at once, ever. --- src/hardware/r_opengl/r_opengl.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 8316397c7..179dbaad2 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -112,10 +112,10 @@ static GLint viewport[4]; // These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs // can know when the textures aren't there, as textures are always considered resident in their virtual memory // TODO: Store them in a more normal way -#define SCRTEX_SCREENTEXTURE 65535 -#define SCRTEX_STARTSCREENWIPE 65534 -#define SCRTEX_ENDSCREENWIPE 65533 -#define SCRTEX_FINALSCREENTEXTURE 65532 +#define SCRTEX_SCREENTEXTURE 4294967295 +#define SCRTEX_STARTSCREENWIPE 4294967294 +#define SCRTEX_ENDSCREENWIPE 4294967293 +#define SCRTEX_FINALSCREENTEXTURE 4294967292 static GLuint screentexture = 0; static GLuint startScreenWipe = 0; static GLuint endScreenWipe = 0;