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upload deluxemaps only if we're actually using bumpmapping. This might help drop texture memory and boost fps slightly. Probably not by much, however.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1322 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-09-14 04:25:10 +00:00
parent 8c38072cbb
commit a294161ce5

View file

@ -1991,7 +1991,6 @@ dynamic:
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
lightmap[fa->lightmaptexturenum]->deluxmodified = true;
theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
if (fa->light_t < theRect->t) {
@ -3158,13 +3157,13 @@ void R_DrawWorld (void)
GLR_RecursiveWorldNode (cl.worldmodel->nodes);
RSpeedEnd(RSPEED_WORLDNODE);
TRACE(("dbg: calling PPL_DrawWorld\n"));
// if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable)
PPL_DrawWorld();
// else
// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GLR_LessenStains();
@ -3851,17 +3850,20 @@ void GL_BuildLightmaps (void)
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[i]->lightmaps);
lightmap[i]->deluxmodified = false;
lightmap[i]->deluxrectchange.l = LMBLOCK_WIDTH;
lightmap[i]->deluxrectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->deluxrectchange.w = 0;
lightmap[i]->deluxrectchange.h = 0;
GL_Bind(deluxmap_textures[i]);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D (GL_TEXTURE_2D, 0, 3
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
if (gl_bump.value)
{
lightmap[i]->deluxmodified = false;
lightmap[i]->deluxrectchange.l = LMBLOCK_WIDTH;
lightmap[i]->deluxrectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->deluxrectchange.w = 0;
lightmap[i]->deluxrectchange.h = 0;
GL_Bind(deluxmap_textures[i]);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D (GL_TEXTURE_2D, 0, 3
, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
}
}
}
#endif