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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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@ -195,7 +195,7 @@ void PaletteManager::BindPalette(int index)
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if (palettes[uindex].paltexture == nullptr)
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{
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auto p = GLInterface.NewTexture();
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p->CreateTexture(256, 1, false, false);
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p->CreateTexture(256, 1, FHardwareTexture::TrueColor, false);
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p->LoadTexture((uint8_t*)palettes[uindex].colors);
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p->SetSampler(SamplerNoFilterClampXY);
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palettes[uindex].paltexture = p;
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@ -237,7 +237,7 @@ void PaletteManager::BindPalswap(int index)
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if (ps.swaptexture == nullptr)
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{
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auto p = GLInterface.NewTexture();
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p->CreateTexture(256, numshades, true, false);
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p->CreateTexture(256, numshades, FHardwareTexture::Indexed, false);
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p->LoadTexture((uint8_t*)ps.lookup);
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p->SetSampler(SamplerNoFilterClampXY);
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ps.swaptexture = p;
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