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