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Patch by Spike, don't let gl_texturemode2d affect the console font.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2859 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 9 additions and 1 deletions
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@ -702,6 +702,10 @@ void GL_Texturemode2d_Callback (struct cvar_s *var, char *oldvalue)
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{
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{
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if (!glt->mipmap)
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if (!glt->mipmap)
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{
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{
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//texture2d sampling modes do not affect conchars, use gl_smoothfont for that.
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if (glt->texnum == char_texture || glt->texnum == default_char_texture || glt->texnum == char_tex2)
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continue;
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GL_Bind (glt->texnum);
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GL_Bind (glt->texnum);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
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@ -1021,6 +1025,10 @@ TRACE(("dbg: GLDraw_ReInit: Allocating upload buffers\n"));
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char_tex2 = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true);
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char_tex2 = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true);
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}
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}
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//make sure the sampling takes effect
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GL_Smoothfont_Callback(&gl_smoothfont, "");
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cs_texture = texture_extension_number++;
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cs_texture = texture_extension_number++;
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missing_texture = GL_LoadTexture("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], true, false);
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missing_texture = GL_LoadTexture("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], true, false);
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