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OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Already done in opengl2 renderer.
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1 changed files with 1 additions and 17 deletions
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@ -759,25 +759,9 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
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}
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RE_UploadCinematic (w, h, cols, rows, data, client, dirty);
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GL_Bind( tr.scratchImage[client] );
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// if the scratchImage isn't in the format we want, specify it as a new texture
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if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
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tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
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tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
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qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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} else {
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if (dirty) {
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// otherwise, just subimage upload it so that drivers can tell we are going to be changing
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// it and don't try and do a texture compression
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qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
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}
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}
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if ( r_speeds->integer ) {
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end = ri.Milliseconds();
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ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
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