- 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.
This commit is contained in:
Christoph Oelckers 2019-10-19 23:14:36 +02:00
parent 7d2f61db2e
commit bb4a19cf3a
9 changed files with 34 additions and 64 deletions

View file

@ -69,7 +69,7 @@ FHardwareTexture *gloadtex(const int32_t *picbuf, int32_t xsiz, int32_t ysiz, in
}
auto tex = GLInterface.NewTexture();
tex->CreateTexture(xsiz, ysiz, false, false);
tex->CreateTexture(xsiz, ysiz, FHardwareTexture::TrueColor, false);
tex->LoadTexture((uint8_t*)pic2);
tex->SetSampler(SamplerNoFilterClampXY);
Xfree(pic2);