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- add option to texture hqresize resize model skins.
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commit
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5 changed files with 12 additions and 3 deletions
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@ -366,7 +366,8 @@ enum EUpscaleFlags
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UF_None = 0,
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UF_None = 0,
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UF_Texture = 1,
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UF_Texture = 1,
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UF_Sprite = 2,
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UF_Sprite = 2,
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UF_Font = 4
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UF_Font = 4,
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UF_Skin = 8
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};
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};
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extern int upscalemask;
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extern int upscalemask;
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@ -75,7 +75,7 @@ CUSTOM_CVAR(Int, gl_texture_hqresize_maxinputsize, 512, CVAR_ARCHIVE | CVAR_GLOB
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TexMan.FlushAll();
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TexMan.FlushAll();
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}
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}
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CUSTOM_CVAR(Int, gl_texture_hqresize_targets, 7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CUSTOM_CVAR(Int, gl_texture_hqresize_targets, 15, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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{
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TexMan.FlushAll();
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TexMan.FlushAll();
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UpdateUpscaleMask();
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UpdateUpscaleMask();
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@ -84,6 +84,7 @@ CUSTOM_CVAR(Int, gl_texture_hqresize_targets, 7, CVAR_ARCHIVE | CVAR_GLOBALCONFI
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CVAR (Flag, gl_texture_hqresize_textures, gl_texture_hqresize_targets, 1);
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CVAR (Flag, gl_texture_hqresize_textures, gl_texture_hqresize_targets, 1);
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CVAR (Flag, gl_texture_hqresize_sprites, gl_texture_hqresize_targets, 2);
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CVAR (Flag, gl_texture_hqresize_sprites, gl_texture_hqresize_targets, 2);
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CVAR (Flag, gl_texture_hqresize_fonts, gl_texture_hqresize_targets, 4);
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CVAR (Flag, gl_texture_hqresize_fonts, gl_texture_hqresize_targets, 4);
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CVAR (Flag, gl_texture_hqresize_skins, gl_texture_hqresize_targets, 8);
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CVAR(Bool, gl_texture_hqresize_multithread, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Bool, gl_texture_hqresize_multithread, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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@ -71,6 +71,7 @@ EXTERN_CVAR (Bool, vid_scale_linear)
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EXTERN_CVAR(Float, m_sensitivity_x)
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EXTERN_CVAR(Float, m_sensitivity_x)
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EXTERN_CVAR(Float, m_sensitivity_y)
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EXTERN_CVAR(Float, m_sensitivity_y)
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EXTERN_CVAR(Int, adl_volume_model)
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EXTERN_CVAR(Int, adl_volume_model)
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EXTERN_CVAR (Int, gl_texture_hqresize_targets)
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#ifdef _WIN32
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#ifdef _WIN32
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EXTERN_CVAR(Int, in_mouse)
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EXTERN_CVAR(Int, in_mouse)
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@ -592,6 +593,11 @@ void FGameConfigFile::DoGlobalSetup ()
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m_sensitivity_y = (float)yfact;
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m_sensitivity_y = (float)yfact;
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adl_volume_model = 0;
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adl_volume_model = 0;
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// if user originally wanted the in-game textures resized, set model skins to resize too
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int old_targets = gl_texture_hqresize_targets;
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old_targets |= (old_targets & 1) ? 8 : 0;
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gl_texture_hqresize_targets = old_targets;
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}
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}
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}
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}
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}
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}
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@ -114,7 +114,7 @@ void FHWModelRenderer::SetInterpolation(double inter)
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void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
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void FHWModelRenderer::SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation)
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{
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{
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state.SetMaterial(skin, UF_None, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
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state.SetMaterial(skin, UF_Skin, 0, clampNoFilter ? CLAMP_NOFILTER : CLAMP_NONE, translation, -1);
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state.SetLightIndex(modellightindex);
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state.SetLightIndex(modellightindex);
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}
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}
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@ -2585,6 +2585,7 @@ OptionMenu "GLTextureGLOptions" protected
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Option "$GLTEXMNU_RESIZETEX", gl_texture_hqresize_textures, "OnOff"
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Option "$GLTEXMNU_RESIZETEX", gl_texture_hqresize_textures, "OnOff"
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Option "$GLTEXMNU_RESIZESPR", gl_texture_hqresize_sprites, "OnOff"
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Option "$GLTEXMNU_RESIZESPR", gl_texture_hqresize_sprites, "OnOff"
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Option "$GLTEXMNU_RESIZEFNT", gl_texture_hqresize_fonts, "OnOff"
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Option "$GLTEXMNU_RESIZEFNT", gl_texture_hqresize_fonts, "OnOff"
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Option "$GLTEXMNU_RESIZESKN", gl_texture_hqresize_skins, "OnOff"
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Option "$GLTEXMNU_PRECACHETEX", gl_precache, "YesNo"
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Option "$GLTEXMNU_PRECACHETEX", gl_precache, "YesNo"
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Option "$GLTEXMNU_SORTDRAWLIST", gl_sort_textures, "YesNo"
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Option "$GLTEXMNU_SORTDRAWLIST", gl_sort_textures, "YesNo"
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Class "GLTextureGLOptions"
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Class "GLTextureGLOptions"
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