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[renderer] Up some limits so I can test with ad_tears
The map uses 41% of a 4k light map scrap, and 512 texture descriptors wasn't enough for vulkan. Ouch. I do need to get cvars on these things, but this will do for now (decades later...)
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parent
e967724196
commit
3bb54bc20a
3 changed files with 3 additions and 3 deletions
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@ -598,7 +598,7 @@ GL_BuildLightmaps (model_t **models, int num_models)
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}
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}
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if (!light_scrap) {
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if (!light_scrap) {
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light_scrap = GL_CreateScrap (2048, gl_lightmap_format, 1);
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light_scrap = GL_CreateScrap (4096, gl_lightmap_format, 1);
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} else {
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} else {
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GL_ScrapClear (light_scrap);
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GL_ScrapClear (light_scrap);
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}
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}
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@ -206,7 +206,7 @@ glsl_R_BuildLightmaps (model_t **models, int num_models)
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//FIXME RGB support
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//FIXME RGB support
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if (!light_scrap) {
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if (!light_scrap) {
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light_scrap = GLSL_CreateScrap (2048, GL_LUMINANCE, 1);
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light_scrap = GLSL_CreateScrap (4096, GL_LUMINANCE, 1);
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} else {
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} else {
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GLSL_ScrapClear (light_scrap);
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GLSL_ScrapClear (light_scrap);
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}
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}
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@ -109,7 +109,7 @@
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};
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};
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texture_pool = {
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texture_pool = {
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flags = free_descriptor_set;
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flags = free_descriptor_set;
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maxSets = 512;
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maxSets = 1024;
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bindings = (
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bindings = (
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{
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{
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type = combined_image_sampler;
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type = combined_image_sampler;
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