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(Optionally) Use glTexSubImage2D for lightmap updates. Doesn't give as large a boost as I'd hoped, but will matter far more as other optimizations happen. New cvars gl_lightmap_align does nothing yet, and gl_lightmap_subimage only works in mode 0 and 1. Mode 2 (should be fastest mode on most cards) will eventully get implemented...
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5 changed files with 104 additions and 55 deletions
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@ -24,10 +24,15 @@ extern struct cvar_s *gl_fires;
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extern struct cvar_s *gl_keeptjunctions;
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extern struct cvar_s *gl_lerp_anim;
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extern struct cvar_s *gl_libgl;
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extern struct cvar_s *gl_lightmap_align;
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extern struct cvar_s *gl_lightmap_components;
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extern struct cvar_s *gl_lightmap_subimage;
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extern struct cvar_s *gl_max_size;
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extern struct cvar_s *gl_multitexture;
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extern struct cvar_s *gl_nocolors;
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extern struct cvar_s *gl_occlusion;
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extern struct cvar_s *gl_particle_mip;
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extern struct cvar_s *gl_particle_size;
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extern struct cvar_s *gl_picmip;
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extern struct cvar_s *gl_playermip;
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extern struct cvar_s *gl_reporttjunctions;
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@ -36,7 +41,6 @@ extern struct cvar_s *gl_sky_divide;
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extern struct cvar_s *gl_skymultipass;
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extern struct cvar_s *gl_texsort;
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extern struct cvar_s *gl_triplebuffer;
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extern struct cvar_s *gl_occlusion;
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extern struct cvar_s *r_aliasstats;
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extern struct cvar_s *r_aliastransadj;
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