// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** Global texture data ** */ #include "gl/system/gl_system.h" #include "c_cvars.h" #include "w_wad.h" #include "r_data/r_translate.h" #include "c_dispatch.h" #include "r_state.h" #include "actor.h" #include "textures/skyboxtexture.h" #include "hwrenderer/textures/hw_material.h" #include "gl/system/gl_interface.h" #include "gl/renderer/gl_renderer.h" #include "gl/textures/gl_samplers.h" #include "gl/models/gl_models.h" //========================================================================== // // Texture CVARs // //========================================================================== CUSTOM_CVAR(Float,gl_texture_filter_anisotropic,8.0f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) { if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode(); } CCMD(gl_flush) { if (GLRenderer != NULL) GLRenderer->FlushTextures(); } CUSTOM_CVAR(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL) { if (self < 0 || self > 6) self=4; if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode(); } CUSTOM_CVAR(Bool, gl_texture_usehires, true, CVAR_ARCHIVE|CVAR_NOINITCALL) { if (GLRenderer != NULL) GLRenderer->FlushTextures(); } CVAR(Bool, gl_precache, false, CVAR_ARCHIVE) CVAR(Bool, gl_trimsprites, true, CVAR_ARCHIVE);