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https://git.code.sf.net/p/quake/newtree
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Fix crosshair blurring, while maintaining gl_texturemode handling.
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16c66488e9
commit
0e88a1f18b
2 changed files with 16 additions and 20 deletions
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@ -93,8 +93,8 @@ int gl_lightmap_format = 4;
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int gl_solid_format = 3;
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int gl_alpha_format = 4;
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static int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
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static int gl_filter_max = GL_LINEAR;
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int gl_filter_min = GL_LINEAR;
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int gl_filter_max = GL_LINEAR;
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typedef struct {
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@ -478,14 +478,9 @@ Draw_Init (void)
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cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
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// char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
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if (gl_picmip)
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{
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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} else {
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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// save a texture slot for translated picture
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translate_texture = texture_extension_number++;
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@ -509,7 +504,6 @@ Draw_Init (void)
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void
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Draw_Init_Cvars (void)
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{
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// LordHavoc: lighting mode
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gl_lightmode = Cvar_Get ("gl_lightmode", "1", CVAR_ARCHIVE,
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"Lighting mode (0 = GLQuake style, 1 = new style)");
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@ -520,7 +514,6 @@ Draw_Init_Cvars (void)
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gl_colorlights = Cvar_Get ("gl_colorlights", "1", CVAR_ROM,
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"Whether to use RGB lightmaps or not");
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// Console effects --KB
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gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE,
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"whether slide the console or stretch it");
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gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE,
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@ -757,8 +750,8 @@ Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation)
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, trans);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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if (lighthalf)
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glColor3f (0.4, 0.4, 0.4);
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@ -1190,10 +1183,13 @@ GL_Upload32 (unsigned int *data, int width, int height, qboolean mipmap,
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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} else {
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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if (gl_picmip->int_val)
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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else
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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}
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free (scaled);
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free (scaled);
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}
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/*
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@ -79,6 +79,8 @@ QF_glColorTableEXT qglColorTableEXT = NULL;
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qboolean is8bit = false;
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cvar_t *vid_use8bit;
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extern int gl_filter_min, gl_filter_max;
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/*-----------------------------------------------------------------------*/
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/*
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@ -223,10 +225,8 @@ GL_Init_Common (void)
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glShadeModel (GL_FLAT);
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// glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // DESPAIR: was GL_LINEAR
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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