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Force GL_LIGHTMAP_FORMAT instead of gl_tex_solid_format.
This is more less cosmetics since gl_tex_solid_format == GL_RGB and GL_LIGHTMAP_FORMAT == GL_RGBA. No measurable FPS change on Nvidia and Intel. Based upon the OpenGL ES patch by Scott "pickle" Smith.
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1 changed files with 2 additions and 1 deletions
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@ -74,6 +74,7 @@ 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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BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_LIGHTMAP_FORMAT,
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GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer);
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@ -273,7 +274,7 @@ 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_tex_solid_format;
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gl_lms.internal_format = GL_LIGHTMAP_FORMAT;
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/* initialize the dynamic lightmap texture */
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R_Bind(gl_state.lightmap_textures + 0);
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