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https://github.com/nzp-team/dquakeplus.git
synced 2024-11-29 15:11:54 +00:00
Stop using a 480x272 graphic for the scope..
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d7df9d4ae8
commit
f0e5edf9ee
1 changed files with 18 additions and 25 deletions
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@ -548,7 +548,7 @@ void Draw_Init (void)
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detail_texture = GL_LoadTexture ("Detail", 256, 256, detail, qfalse, GU_LINEAR, 3);
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}
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sniper_scope = Draw_CachePic ("gfx/hud/scope");
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sniper_scope = Draw_CachePic ("gfx/hud/scope_256");
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zombie_skins[0][0] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
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zombie_skins[0][1] = loadtextureimage ("models/ai/zfull.mdl_1", 0, 0, qtrue, GU_LINEAR);
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@ -1344,8 +1344,20 @@ void Draw_Crosshair (void)
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}
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else if (crosshair.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
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Draw_CharacterRGBA((vid.width - 8)/2, (vid.height - 8)/2, '.', 255, col, col, crosshair_opacity);
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if (cl.stats[STAT_ZOOM] == 2)
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Draw_Pic (0, 0, sniper_scope);
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// The scope was originally a 480x272 graphic to fit the screen..
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// but this is a total waste of VRAM.. 1mB down to 256kB lmao
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if (cl.stats[STAT_ZOOM] == 2) {
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// Draw the Scope
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Draw_Pic (112, 7, sniper_scope);
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// And its borders
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Draw_FillByColor(0, 0, 480, 7, GU_RGBA(0, 0, 0, 255)); // Top
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Draw_FillByColor(0, 263, 480, 9, GU_RGBA(0, 0, 0, 255)); // Bottom
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Draw_FillByColor(0, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Left
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Draw_FillByColor(368, 7, 112, 256, GU_RGBA(0, 0, 0, 255)); // Right
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}
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if (Hitmark_Time > sv.time)
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Draw_Pic ((vid.width - hitmark->width)/2,(vid.height - hitmark->height)/2, hitmark);
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}
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@ -3129,14 +3141,7 @@ int GL_LoadImages (const char *identifier, int width, int height, const byte *da
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}
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texture.filter = filter;
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if(texture.format < GU_PSM_DXT1)
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{
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texture.mipmaps = mipmap_level;
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}
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else
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{
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texture.mipmaps = 0;
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}
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texture.mipmaps = 0; // sacrifice some beauty for vram.
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switch(texture.format)
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{
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@ -3185,19 +3190,7 @@ int GL_LoadImages (const char *identifier, int width, int height, const byte *da
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// Allocate the RAM.
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std::size_t buffer_size = GL_GetTexSize(texture.format, texture.width, texture.height, 0);
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Con_DPrintf("Loading: %s [%dx%d](%0.2f KB)\n",texture.identifier,texture.width,texture.height, (float) buffer_size/1024);
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//Con_Printf("Loading: %s [%dx%d](%d Bytes) (Format: %d, BPP: %d)\n",texture.identifier,texture.width,texture.height, buffer_size,texture.format,bpp);
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if (texture.mipmaps > 0 && texture.format < GU_PSM_DXT1)
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{
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int size_incr = buffer_size/4;
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for (int i= 1;i <= texture.mipmaps;i++)
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{
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buffer_size += size_incr;
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size_incr = size_incr/4;
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}
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}
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Con_Printf("Loading: %s [%dx%d](%0.2f KB)\n",texture.identifier,texture.width,texture.height, (float) buffer_size/1024);
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texture.ram = static_cast<texel*>(memalign(16, buffer_size));
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