Fix crosshair blurring, while maintaining gl_texturemode handling.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-01-27 11:01:51 +00:00
parent 16c66488e9
commit 0e88a1f18b
2 changed files with 16 additions and 20 deletions

View File

@ -93,8 +93,8 @@ int gl_lightmap_format = 4;
int gl_solid_format = 3;
int gl_alpha_format = 4;
static int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
static int gl_filter_max = GL_LINEAR;
int gl_filter_min = GL_LINEAR;
int gl_filter_max = GL_LINEAR;
typedef struct {
@ -478,14 +478,9 @@ Draw_Init (void)
cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
// char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
if (gl_picmip)
{
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
// save a texture slot for translated picture
translate_texture = texture_extension_number++;
@ -509,7 +504,6 @@ Draw_Init (void)
void
Draw_Init_Cvars (void)
{
// LordHavoc: lighting mode
gl_lightmode = Cvar_Get ("gl_lightmode", "1", CVAR_ARCHIVE,
"Lighting mode (0 = GLQuake style, 1 = new style)");
@ -520,7 +514,6 @@ Draw_Init_Cvars (void)
gl_colorlights = Cvar_Get ("gl_colorlights", "1", CVAR_ROM,
"Whether to use RGB lightmaps or not");
// Console effects --KB
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE,
"whether slide the console or stretch it");
gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE,
@ -757,8 +750,8 @@ Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation)
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA,
GL_UNSIGNED_BYTE, trans);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
if (lighthalf)
glColor3f (0.4, 0.4, 0.4);
@ -1190,10 +1183,13 @@ GL_Upload32 (unsigned int *data, int width, int height, qboolean mipmap,
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
} else {
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
if (gl_picmip->int_val)
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
free (scaled);
free (scaled);
}
/*

View File

@ -79,6 +79,8 @@ QF_glColorTableEXT qglColorTableEXT = NULL;
qboolean is8bit = false;
cvar_t *vid_use8bit;
extern int gl_filter_min, gl_filter_max;
/*-----------------------------------------------------------------------*/
/*
@ -223,10 +225,8 @@ GL_Init_Common (void)
glShadeModel (GL_FLAT);
// glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // DESPAIR: was GL_LINEAR
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);