| 91 | } |
| 92 | |
| 93 | drape_ptr<Texture> CreateArrowTexture(ref_ptr<dp::GraphicsContext> context, |
| 94 | ref_ptr<HWTextureAllocator> textureAllocator, std::string const & texturePath, |
| 95 | bool useDefaultResourceFolder) |
| 96 | { |
| 97 | if (!texturePath.empty()) |
| 98 | { |
| 99 | return make_unique_dp<StaticTexture>(context, texturePath, |
| 100 | useDefaultResourceFolder ? StaticTexture::kDefaultResource : std::string(), |
| 101 | dp::TextureFormat::RGBA8, textureAllocator, true /* allowOptional */); |
| 102 | } |
| 103 | |
| 104 | // There is no "arrow-texture.png". |
| 105 | // BackendRenderer::m_arrow3dPreloadedData mesh is used by default. |
| 106 | /// @todo Texture arrow is still present in case if somebody wants to use it? |
| 107 | return make_unique_dp<StaticTexture>(context, "arrow-texture.png", StaticTexture::kDefaultResource, |
| 108 | dp::TextureFormat::RGBA8, textureAllocator, true /* allowOptional */); |
| 109 | } |
| 110 | } // namespace |
| 111 | |
| 112 | TextureManager::TextureManager() : m_maxTextureSize(0), m_maxGlypsCount(0) |
no test coverage detected