Pass new TextureManager pointer to ShaderEngine after resetting it.

This commit is contained in:
Kai Blaschke
2023-01-02 01:47:09 +01:00
parent 48f291b51c
commit d7528f7e2e

View File

@ -135,6 +135,7 @@ void Renderer::SetPipeline(Pipeline& pipeline)
void Renderer::ResetTextures()
{
m_textureManager = std::make_unique<TextureManager>(m_textureSearchPaths, m_textureSizeX, m_textureSizeY);
m_shaderEngine.setParams(m_textureSizeX, m_textureSizeY, m_fAspectX, m_fAspectY, m_beatDetect, m_textureManager.get());
}
void Renderer::SetTextureSearchPaths(std::vector<std::string>& textureSearchPaths)
@ -387,7 +388,6 @@ void Renderer::reset(int viewportWidth, int viewportHeight)
ResetTextures();
m_shaderEngine.setParams(m_textureSizeX, m_textureSizeY, m_fAspectX, m_fAspectY, m_beatDetect, m_textureManager.get());
m_shaderEngine.reset();
try
{