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- hotfix for texture filter settings.
This needs to be done differently later to choose the proper clamp setting.
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1fee7a5f01
commit
c428e367a0
3 changed files with 9 additions and 4 deletions
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@ -34,10 +34,7 @@ static pthtyp *texcache_tryart(int32_t const dapicnum, int32_t const dapalnum, i
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// load from art
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for (pth=texcache.list[j]; pth; pth=pth->next)
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if (pth->picnum == dapicnum &&
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(pth->flags & PTH_INDEXED) &&
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(pth->flags & (PTH_HIGHTILE)) == 0 &&
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polymost_want_npotytex(dameth, tilesiz[dapicnum].y) == !!(pth->flags & PTH_NPOTWALL))
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if (pth->picnum == dapicnum && ((pth->flags & (PTH_INDEXED|PTH_HIGHTILE)) == PTH_INDEXED))
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{
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if (pth->flags & PTH_INVALIDATED)
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{
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@ -33,6 +33,7 @@ public:
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unsigned int GetTextureHandle();
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int GetSampler() { return mSampler; }
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void SetSampler(int sampler) { mSampler = sampler; }
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bool isIndexed() const { return glTextureBytes == 1; }
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friend class FGameTexture;
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};
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@ -209,14 +209,21 @@ FHardwareTexture* GLInstance::NewTexture()
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return new FHardwareTexture;
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}
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FHardwareTexture* texv;
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void GLInstance::BindTexture(int texunit, FHardwareTexture *tex, int sampler)
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{
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if (!tex) return;
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if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, tex->GetTextureHandle());
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if (tex->isIndexed() && sampler > NoSampler && sampler < Sampler2D)
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{
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sampler = sampler == SamplerRepeat ? SamplerNoFilter : Sampler2DNoFilter;
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}
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mSamplers->Bind(texunit, sampler == NoSampler? tex->GetSampler() : sampler, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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LastBoundTextures[texunit] = tex->GetTextureHandle();
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texv = tex;
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}
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void GLInstance::UnbindTexture(int texunit)
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