Upped particle texture from 4*4 mono blotch to 16*16 grayscale circle. Looks dramatically better, and actually seems a hair faster here.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-01-24 06:22:18 +00:00
parent 733d55603c
commit 37ba8cabb3

View file

@ -48,18 +48,30 @@ GDT_Init (void)
GDT_InitSmokeParticleTexture (); GDT_InitSmokeParticleTexture ();
} }
byte dottexture[4][4] = { byte dottexture[16][16] = {
{0, 1, 1, 0}, {0, 0, 0, 0, 56, 151, 217, 250, 250, 217, 151, 56, 0, 0, 0, 0},
{1, 1, 1, 1}, {0, 0, 0, 151, 255, 255, 255, 255, 255, 255, 255, 255, 151, 0, 0, 0},
{1, 1, 1, 1}, {0, 0, 184, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 184, 0, 0},
{0, 1, 1, 0}, {0, 151, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 151, 0},
{56, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 56},
{151, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 151},
{217, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 217},
{250, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 250},
{250, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 250},
{217, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 217},
{151, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 151},
{56, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 56},
{0, 151, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 151, 0},
{0, 0, 184, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 184, 0, 0},
{0, 0, 0, 151, 255, 255, 255, 255, 255, 255, 255, 255, 151, 0, 0, 0},
{0, 0, 0, 0, 56, 151, 217, 250, 250, 217, 151, 56, 0, 0, 0, 0},
}; };
static void static void
GDT_InitDotParticleTexture (void) GDT_InitDotParticleTexture (void)
{ {
int x, y; int x, y;
byte data[4][4][4]; byte data[16][16][4];
// //
// particle texture // particle texture
@ -67,15 +79,15 @@ GDT_InitDotParticleTexture (void)
part_tex_dot = texture_extension_number++; part_tex_dot = texture_extension_number++;
glBindTexture (GL_TEXTURE_2D, part_tex_dot); glBindTexture (GL_TEXTURE_2D, part_tex_dot);
for (x = 0; x < 4; x++) { for (x = 0; x < 16; x++) {
for (y = 0; y < 4; y++) { for (y = 0; y < 16; y++) {
data[y][x][0] = 244; data[y][x][0] = 244;
data[y][x][1] = 244; data[y][x][1] = 244;
data[y][x][2] = 244; data[y][x][2] = 244;
data[y][x][3] = dottexture[x][y] * 244; data[y][x][3] = dottexture[x][y];
} }
} }
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 4, 4, 0, GL_RGBA, glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, data); GL_UNSIGNED_BYTE, data);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);