(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...

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-08-02 02:18:04 +00:00
parent 4a81fc6e32
commit 6e9b51edfc
5 changed files with 104 additions and 55 deletions

View file

@ -24,10 +24,15 @@ extern struct cvar_s *gl_fires;
extern struct cvar_s *gl_keeptjunctions;
extern struct cvar_s *gl_lerp_anim;
extern struct cvar_s *gl_libgl;
extern struct cvar_s *gl_lightmap_align;
extern struct cvar_s *gl_lightmap_components;
extern struct cvar_s *gl_lightmap_subimage;
extern struct cvar_s *gl_max_size;
extern struct cvar_s *gl_multitexture;
extern struct cvar_s *gl_nocolors;
extern struct cvar_s *gl_occlusion;
extern struct cvar_s *gl_particle_mip;
extern struct cvar_s *gl_particle_size;
extern struct cvar_s *gl_picmip;
extern struct cvar_s *gl_playermip;
extern struct cvar_s *gl_reporttjunctions;
@ -36,7 +41,6 @@ extern struct cvar_s *gl_sky_divide;
extern struct cvar_s *gl_skymultipass;
extern struct cvar_s *gl_texsort;
extern struct cvar_s *gl_triplebuffer;
extern struct cvar_s *gl_occlusion;
extern struct cvar_s *r_aliasstats;
extern struct cvar_s *r_aliastransadj;