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f5453b96e4
When building the eye texture, the background is first set to the top corner of the iris texture. A long, long time ago, I implemented this by peeking at the data in the texture itself. This doesn't work if the iris texture is animated since the texture will only on the GPU. To fix this, this PR changes the eye renderer to draw a square over the entire eye texture using iris texture's top corner, avoiding the need for getting the texture data on the CPU. I don't remember why I didn't do this in the first place, but this seems better in every way. Also `input_data` in TexturePool not being initialized, which was leading to hard-to-debug crashes when it was randomly initialized to a sometimes invalid but non-null pointer. Co-authored-by: water111 <awaterford1111445@gmail.com>