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Create the colormap texture.
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commit
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2 changed files with 9 additions and 1 deletions
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@ -38,6 +38,7 @@ typedef struct shaderparam_s {
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} shaderparam_t;
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extern int glsl_palette;
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extern int glsl_colormap;
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void GL_EndRendering (void);
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int GL_CompileShader (const char *name, const char *shader_src, int type);
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@ -52,6 +52,7 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_vid.h"
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#include "QF/GLSL/qf_textures.h"
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#include "compat.h"
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#include "d_iface.h"
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@ -59,6 +60,7 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#include "sbar.h"
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VISIBLE int glsl_palette;
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VISIBLE int glsl_colormap;
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VISIBLE int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
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VISIBLE int gl_filter_max = GL_LINEAR;
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VISIBLE float gldepthmin, gldepthmax;
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@ -121,6 +123,11 @@ VID_SetPalette (unsigned char *palette)
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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qfglGenerateMipmap (GL_TEXTURE_2D);
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free (pal);
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if (glsl_colormap)
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GL_ReleaseTexture (glsl_colormap);
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glsl_colormap = GL_LoadQuakeTexture ("colormap", 256, VID_GRADES,
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vid.colormap8);
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}
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void
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