preliminary support for qc rendertargets with d3d11. I took some shortcuts so try not to combine it with other render target stuff just yet.
flipped gl qc rendertargets to logically be top-down. the joys of weird matricies is a sight to behold. try to fix threading dependency on recent versions of windows. break some other related stuff. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4768 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -1312,7 +1312,7 @@ void R2D_DrawCrosshair(void)
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R2D_ImageColours(1, 1, 1, 1);
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}
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#define RT_IMAGEFLAGS IF_NOMIPMAP|IF_CLAMP|IF_LINEAR
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#define RT_IMAGEFLAGS IF_NOMIPMAP|IF_CLAMP|IF_LINEAR|IF_RENDERTARGET
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static texid_t internalrt;
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//resize a texture for a render target and specify the format of it.
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//pass TF_INVALID and sizes=0 to get without configuring (shaders that hardcode an $rt1 etc).
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