migrate texture consumers to shared ownership

- return TexturePtr from texture creation and lookup APIs
  - retain texture handles in regions, atlases, fonts, framebuffers, sprites, UI, and maps
  - keep queued batch textures alive until rendering completes
  - preserve asynchronous atlas load results directly
  - replace TextureLoader unload semantics with reset
  - remove public texture deletion APIs and obsolete Sprite ownership flags
  - migrate bundled tools, examples, tests, ecode, and diagnostics
  - document Stage 2 completion and the temporary factory retention boundary
This commit is contained in:
Martín Lucas Golini
2026-07-19 21:27:30 -03:00
parent b0129880d8
commit 8556bda68c
59 changed files with 443 additions and 436 deletions
+2 -2
View File
@@ -101,8 +101,8 @@ EE_MAIN_FUNC int main( int, char*[] ) {
FileSystem::changeWorkingDirectory( Sys::getProcessPath() );
// Load the rock texture
Texture* PlanetTex = TextureFactory::instance()->loadFromFile( "assets/sprites/7.png" );
Texture* RockTex = TextureFactory::instance()->loadFromFile( "assets/sprites/5.png" );
TexturePtr PlanetTex = TextureFactory::instance()->loadFromFile( "assets/sprites/7.png" );
TexturePtr RockTex = TextureFactory::instance()->loadFromFile( "assets/sprites/5.png" );
// Load a previously generated texture atlas that contains the TextureRegions needed to load
// an animated sprite