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 this fixes underwaterwarp+bloom at high resolutions with outdated configs (ones that picked up an earlier default, or custom settings to limit texture detail...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
This commit is contained in:
Spoike 2014-11-03 04:45:18 +00:00
parent 9602ae7247
commit 2a65ebee65
4 changed files with 71 additions and 43 deletions

View file

@ -3124,7 +3124,7 @@ static void Image_RoundDimensions(int *scaled_width, int *scaled_height, unsigne
if (*scaled_height > sh_config.texture_maxsize)
*scaled_height = sh_config.texture_maxsize;
}
if (!(flags & IF_UIPIC))
if (!(flags & (IF_UIPIC|IF_RENDERTARGET)))
{
if (gl_max_size.value)
{