rendertargets ignore gl_max_size. this fixes underwaterwarp+bloom at high resolutions with outdated configs (ones that picked up an earlier default, or custom settings to limit texture detail... those crazy legoquakers).
fix shadow/particle issues, shadowmapping should be a little more robust now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4783 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -3124,7 +3124,7 @@ static void Image_RoundDimensions(int *scaled_width, int *scaled_height, unsigne
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if (*scaled_height > sh_config.texture_maxsize)
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*scaled_height = sh_config.texture_maxsize;
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}
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if (!(flags & IF_UIPIC))
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if (!(flags & (IF_UIPIC|IF_RENDERTARGET)))
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{
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if (gl_max_size.value)
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{
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