just incase anyone needs to discuss this and wants to know who wrote the todo
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@@ -193,12 +193,12 @@ void Renderer::TextureSetParam(int param, int value)
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void Renderer::TextureDynamicUpdateStart()
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void Renderer::TextureDynamicUpdateStart()
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{
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{
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// TODO: this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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// TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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}
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}
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void Renderer::TextureDynamicUpdateEnd()
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void Renderer::TextureDynamicUpdateEnd()
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{
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{
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// TODO: this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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// TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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}
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}
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void Renderer::UpdateTextureState(bool bVertex)
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void Renderer::UpdateTextureState(bool bVertex)
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@@ -290,7 +290,7 @@ HRESULT Renderer::SaveTextureDataToMemory(void* pOutput, int outputCapacity, int
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void Renderer::TextureGetStats()
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void Renderer::TextureGetStats()
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{
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{
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// TODO: this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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// TODO(3UR): this is for a different platform? it's empty in Render_PC.lib but not Render.lib
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}
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}
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ID3D11ShaderResourceView* Renderer::TextureGetTexture(int idx)
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ID3D11ShaderResourceView* Renderer::TextureGetTexture(int idx)
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