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use more than one scrap. haven't needed this yet, but it doesn't hurt
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parent
20ff12319a
commit
50b5c7776e
1 changed files with 10 additions and 4 deletions
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@ -57,7 +57,7 @@
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static int GL_LoadPicTexture (qpic_t *pic);
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extern byte *host_basepal;
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extern byte *host_basepal;
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extern unsigned char d_15to8table[65536];
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extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor;
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extern qboolean lighthalf;
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@ -143,7 +143,7 @@ static int numgltextures = 0;
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#ifdef gl_draw_scraps
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#define MAX_SCRAPS 1
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#define MAX_SCRAPS 2
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#define BLOCK_WIDTH 256
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#define BLOCK_HEIGHT 256
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@ -193,8 +193,14 @@ static int Scrap_AllocBlock (int w, int h, int *x, int *y)
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static void Scrap_Upload (void)
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{
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glBindTexture (GL_TEXTURE_2D, scrap_texnum);
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GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
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int texnum;
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scrap_uploads++;
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for (texnum = 0; texnum < MAX_SCRAPS; texnum++) {
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glBindTexture (GL_TEXTURE_2D, scrap_texnum);
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GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
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}
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scrap_dirty = false;
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}
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