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- added a few more texture formats to FHardwareTexture.
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
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9 changed files with 34 additions and 64 deletions
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@ -27,7 +27,7 @@ bool glsurface_initialize(vec2_t bufferResolution)
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buffer.Resize(bufferRes.x * bufferRes.y);
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bufferTexture = GLInterface.NewTexture();
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bufferTexture->CreateTexture(bufferRes.x, bufferRes.y, true, false);
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bufferTexture->CreateTexture(bufferRes.x, bufferRes.y, FHardwareTexture::Indexed, false);
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glsurface_setPalette(curpalettefaded);
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GLInterface.SetSurfaceShader();
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@ -52,7 +52,7 @@ void glsurface_setPalette(void* pPalette)
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if (!paletteTexture)
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{
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paletteTexture = GLInterface.NewTexture();
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paletteTexture->CreateTexture(256, 1, false, false);
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paletteTexture->CreateTexture(256, 1, FHardwareTexture::TrueColor, false);
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}
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paletteTexture->LoadTexture(palette);
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GLInterface.BindTexture(1, paletteTexture, SamplerNoFilterClampXY);
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