Create a LargeTextureStore for cached (but not atlased) global textures

Also
- Fixes first transition depth being incorrect.
- Improves smoothness of transitions (and adds a slight delay to offset from screen switches).
This commit is contained in:
Dean Herbert
2017-12-31 06:40:28 +09:00
parent 398d90ee52
commit f2d302f8dc
6 changed files with 39 additions and 7 deletions

View File

@ -5,8 +5,8 @@ using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using OpenTK.Graphics;
using osu.Game.Graphics.Textures;
namespace osu.Game.Graphics.Backgrounds
{
@ -22,7 +22,6 @@ namespace osu.Game.Graphics.Backgrounds
this.textureName = textureName;
RelativeSizeAxes = Axes.Both;
Depth = float.MaxValue;
Add(Sprite = new Sprite
{
@ -35,7 +34,7 @@ namespace osu.Game.Graphics.Backgrounds
}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
private void load(LargeTextureStore textures)
{
if (!string.IsNullOrEmpty(textureName))
Sprite.Texture = textures.Get(textureName);