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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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.. | ||
gl_hwtexture.cpp | ||
gl_hwtexture.h | ||
gl_palmanager.cpp | ||
gl_renderstate.h | ||
gl_samplers.cpp | ||
gl_samplers.h | ||
gl_shader.cpp | ||
gl_shader.h | ||
gl_uniform.h | ||
glbackend.cpp | ||
glbackend.h |