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upload deluxemaps only if we're actually using bumpmapping. This might help drop texture memory and boost fps slightly. Probably not by much, however.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1322 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 15 additions and 13 deletions
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@ -1991,7 +1991,6 @@ dynamic:
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if ((theRect->h + theRect->t) < (fa->light_t + tmax))
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if ((theRect->h + theRect->t) < (fa->light_t + tmax))
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theRect->h = (fa->light_t-theRect->t)+tmax;
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theRect->h = (fa->light_t-theRect->t)+tmax;
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lightmap[fa->lightmaptexturenum]->deluxmodified = true;
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lightmap[fa->lightmaptexturenum]->deluxmodified = true;
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theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
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theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
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if (fa->light_t < theRect->t) {
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if (fa->light_t < theRect->t) {
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@ -3158,13 +3157,13 @@ void R_DrawWorld (void)
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GLR_RecursiveWorldNode (cl.worldmodel->nodes);
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GLR_RecursiveWorldNode (cl.worldmodel->nodes);
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RSpeedEnd(RSPEED_WORLDNODE);
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RSpeedEnd(RSPEED_WORLDNODE);
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TRACE(("dbg: calling PPL_DrawWorld\n"));
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TRACE(("dbg: calling PPL_DrawWorld\n"));
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// if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable)
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// if (r_shadows.value >= 2 && gl_canstencil && gl_mtexable)
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PPL_DrawWorld();
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PPL_DrawWorld();
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// else
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// else
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// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
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// DrawTextureChains (cl.worldmodel, 1, r_refdef.vieworg);
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qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GLR_LessenStains();
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GLR_LessenStains();
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@ -3851,17 +3850,20 @@ void GL_BuildLightmaps (void)
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, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
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, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
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gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[i]->lightmaps);
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gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[i]->lightmaps);
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lightmap[i]->deluxmodified = false;
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if (gl_bump.value)
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lightmap[i]->deluxrectchange.l = LMBLOCK_WIDTH;
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{
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lightmap[i]->deluxrectchange.t = LMBLOCK_HEIGHT;
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lightmap[i]->deluxmodified = false;
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lightmap[i]->deluxrectchange.w = 0;
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lightmap[i]->deluxrectchange.l = LMBLOCK_WIDTH;
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lightmap[i]->deluxrectchange.h = 0;
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lightmap[i]->deluxrectchange.t = LMBLOCK_HEIGHT;
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GL_Bind(deluxmap_textures[i]);
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lightmap[i]->deluxrectchange.w = 0;
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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lightmap[i]->deluxrectchange.h = 0;
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GL_Bind(deluxmap_textures[i]);
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qglTexImage2D (GL_TEXTURE_2D, 0, 3
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
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qglTexImage2D (GL_TEXTURE_2D, 0, 3
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, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0,
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GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
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}
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}
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}
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}
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}
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#endif
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#endif
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