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gl1, gl3: use GL_LIGHTMAP_FORMAT intead internal_format
value is never changed, so replace should be safe.
This commit is contained in:
parent
758961a848
commit
04aec20891
4 changed files with 4 additions and 10 deletions
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@ -109,8 +109,7 @@ LM_UploadBlock(qboolean dynamic)
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}
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else
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{
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gl_lms.internal_format = GL_LIGHTMAP_FORMAT;
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glTexImage2D(GL_TEXTURE_2D, 0, gl_lms.internal_format,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LIGHTMAP_FORMAT,
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gl_state.block_width, gl_state.block_height,
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0, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE,
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gl_lms.lightmap_buffer[buffer]);
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@ -123,7 +122,7 @@ LM_UploadBlock(qboolean dynamic)
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R_Bind(gl_state.lightmap_textures + (gl_state.max_lightmaps * i) + texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_lms.internal_format,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LIGHTMAP_FORMAT,
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gl_state.block_width, gl_state.block_height,
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0, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE,
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gl_lms.lightmap_buffer[buffer]);
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@ -326,7 +325,6 @@ LM_BeginBuildingLightmaps(model_t *m)
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}
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gl_lms.current_lightmap_texture = 1;
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gl_lms.internal_format = GL_LIGHTMAP_FORMAT;
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if (gl_config.multitexture)
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{
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@ -341,7 +339,7 @@ LM_BeginBuildingLightmaps(model_t *m)
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R_Bind(gl_state.lightmap_textures + 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_lms.internal_format,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LIGHTMAP_FORMAT,
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gl_state.block_width, gl_state.block_height,
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0, GL_LIGHTMAP_FORMAT, GL_UNSIGNED_BYTE,
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gl_lms.lightmap_buffer[0]);
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@ -463,7 +463,6 @@ typedef struct
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typedef struct
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{
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int internal_format;
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int current_lightmap_texture;
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msurface_t *lightmap_surfaces[MAX_LIGHTMAPS];
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@ -56,8 +56,7 @@ GL3_LM_UploadBlock(void)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gl3_lms.internal_format = GL_LIGHTMAP_FORMAT;
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glTexImage2D(GL_TEXTURE_2D, 0, gl3_lms.internal_format,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LIGHTMAP_FORMAT,
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BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT,
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GL_UNSIGNED_BYTE, gl3_lms.lightmap_buffers[map]);
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}
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@ -255,7 +254,6 @@ GL3_LM_BeginBuildingLightmaps(gl3model_t *m)
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gl3_newrefdef.lightstyles = lightstyles;
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gl3_lms.current_lightmap_texture = 0;
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gl3_lms.internal_format = GL_LIGHTMAP_FORMAT;
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// Note: the dynamic lightmap used to be initialized here, we don't use that anymore.
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}
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@ -317,7 +317,6 @@ enum {MAX_GL3TEXTURES = 1024};
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typedef struct
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{
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int internal_format;
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int current_lightmap_texture; // index into gl3state.lightmap_textureIDs[]
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//msurface_t *lightmap_surfaces[MAX_LIGHTMAPS]; - no more lightmap chains, lightmaps are rendered multitextured
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