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
This commit is contained in:
Spoike 2014-10-14 16:42:48 +00:00
parent 4461fb7759
commit dbfd69f572
20 changed files with 336 additions and 157 deletions

View file

@ -1312,7 +1312,7 @@ void R2D_DrawCrosshair(void)
R2D_ImageColours(1, 1, 1, 1);
}
#define RT_IMAGEFLAGS IF_NOMIPMAP|IF_CLAMP|IF_LINEAR
#define RT_IMAGEFLAGS IF_NOMIPMAP|IF_CLAMP|IF_LINEAR|IF_RENDERTARGET
static texid_t internalrt;
//resize a texture for a render target and specify the format of it.
//pass TF_INVALID and sizes=0 to get without configuring (shaders that hardcode an $rt1 etc).