raze/source/glbackend
Christoph Oelckers bb4a19cf3a - 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.
2019-10-19 23:14:36 +02:00
..
gl_hwtexture.cpp - added a few more texture formats to FHardwareTexture. 2019-10-19 23:14:36 +02:00
gl_hwtexture.h - added a few more texture formats to FHardwareTexture. 2019-10-19 23:14:36 +02:00
gl_palmanager.cpp - added a few more texture formats to FHardwareTexture. 2019-10-19 23:14:36 +02:00
gl_renderstate.h - converted all boolean parameters of the shader into a single flag word. 2019-10-19 22:46:37 +02:00
gl_samplers.cpp - cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option). 2019-10-19 19:10:09 +02:00
gl_samplers.h - cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option). 2019-10-19 19:10:09 +02:00
gl_shader.cpp - converted all boolean parameters of the shader into a single flag word. 2019-10-19 22:46:37 +02:00
gl_shader.h - converted all boolean parameters of the shader into a single flag word. 2019-10-19 22:46:37 +02:00
gl_uniform.h - converted all boolean parameters of the shader into a single flag word. 2019-10-19 22:46:37 +02:00
glbackend.cpp - converted all boolean parameters of the shader into a single flag word. 2019-10-19 22:46:37 +02:00
glbackend.h - added a few more texture formats to FHardwareTexture. 2019-10-19 23:14:36 +02:00