- 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

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