This stops a garbage collector written by the user from cleaning up textures.
Im not sure if this needs to be fixed for everyone, but it reduces the available texture management in irrlicht to just deleting all the textures at once or blindly deleting single textures(no way of knowing if they are in use).
Code: Select all
void setTexture(u32 i, ITexture* tex)
{
if (i>=MATERIAL_MAX_TEXTURES)
return;
TextureLayer[i].Texture = tex;
}
SMaterial.h