cvar_t r_lerpimages = {CVAR_SAVE, "r_lerpimages", "1", "bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)"};
cvar_t r_precachetextures = {CVAR_SAVE, "r_precachetextures", "1", "0 = never upload textures until used, 1 = upload most textures before use (exceptions: rarely used skin colormap layers), 2 = upload all textures before use (can increase texture memory usage significantly)"};
cvar_t gl_texture_anisotropy = {CVAR_SAVE, "gl_texture_anisotropy", "1", "anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values"};
+cvar_t gl_texturecompression = {CVAR_SAVE, "gl_texturecompression", "0", "whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup"};
+cvar_t gl_texturecompression_color = {CVAR_SAVE, "gl_texturecompression_color", "1", "whether to compress colormap (diffuse) textures"};
+cvar_t gl_texturecompression_normal = {CVAR_SAVE, "gl_texturecompression_normal", "1", "whether to compress normalmap (normalmap) textures"};
+cvar_t gl_texturecompression_gloss = {CVAR_SAVE, "gl_texturecompression_gloss", "1", "whether to compress glossmap (specular) textures"};
+cvar_t gl_texturecompression_glow = {CVAR_SAVE, "gl_texturecompression_glow", "1", "whether to compress glowmap (luma) textures"};
+cvar_t gl_texturecompression_2d = {CVAR_SAVE, "gl_texturecompression_2d", "1", "whether to compress 2d (hud/menu) textures other than the font"};
+cvar_t gl_texturecompression_q3bsplightmaps = {CVAR_SAVE, "gl_texturecompression_q3bsplightmaps", "1", "whether to compress lightmaps in q3bsp format levels"};
+cvar_t gl_texturecompression_q3bspdeluxemaps = {CVAR_SAVE, "gl_texturecompression_q3bspdeluxemaps", "1", "whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)"};
+cvar_t gl_texturecompression_sky = {CVAR_SAVE, "gl_texturecompression_sky", "0", "whether to compress sky textures"};
+cvar_t gl_texturecompression_lightcubemaps = {CVAR_SAVE, "gl_texturecompression_lightcubemaps", "1", "whether to compress light cubemaps (spotlights and other light projection images)"};
int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
int gl_filter_mag = GL_LINEAR;
int internalbytesperpixel;
int glformat;
int glinternalformat;
+ int glcompressedinternalformat;
}
textypeinfo_t;
-static textypeinfo_t textype_palette = {TEXTYPE_PALETTE, 1, 4, GL_RGBA , 3};
-static textypeinfo_t textype_rgb = {TEXTYPE_RGB , 3, 3, GL_RGB , 3};
-static textypeinfo_t textype_rgba = {TEXTYPE_RGBA , 4, 4, GL_RGBA , 3};
-static textypeinfo_t textype_palette_alpha = {TEXTYPE_PALETTE, 1, 4, GL_RGBA , 4};
-static textypeinfo_t textype_rgba_alpha = {TEXTYPE_RGBA , 4, 4, GL_RGBA , 4};
+static textypeinfo_t textype_palette = {TEXTYPE_PALETTE, 1, 4, GL_RGBA , 3, GL_COMPRESSED_RGB_ARB};
+static textypeinfo_t textype_rgb = {TEXTYPE_RGB , 3, 3, GL_RGB , 3, GL_COMPRESSED_RGB_ARB};
+static textypeinfo_t textype_rgba = {TEXTYPE_RGBA , 4, 4, GL_RGBA , 3, GL_COMPRESSED_RGB_ARB};
+static textypeinfo_t textype_palette_alpha = {TEXTYPE_PALETTE, 1, 4, GL_RGBA , 4, GL_COMPRESSED_RGBA_ARB};
+static textypeinfo_t textype_rgba_alpha = {TEXTYPE_RGBA , 4, 4, GL_RGBA , 4, GL_COMPRESSED_RGBA_ARB};
#define GLTEXTURETYPE_1D 0
#define GLTEXTURETYPE_2D 1
Cvar_RegisterVariable (&r_lerpimages);
Cvar_RegisterVariable (&r_precachetextures);
Cvar_RegisterVariable (&gl_texture_anisotropy);
+ Cvar_RegisterVariable (&gl_texturecompression);
+ Cvar_RegisterVariable (&gl_texturecompression_color);
+ Cvar_RegisterVariable (&gl_texturecompression_normal);
+ Cvar_RegisterVariable (&gl_texturecompression_gloss);
+ Cvar_RegisterVariable (&gl_texturecompression_glow);
+ Cvar_RegisterVariable (&gl_texturecompression_2d);
+ Cvar_RegisterVariable (&gl_texturecompression_q3bsplightmaps);
+ Cvar_RegisterVariable (&gl_texturecompression_q3bspdeluxemaps);
+ Cvar_RegisterVariable (&gl_texturecompression_sky);
+ Cvar_RegisterVariable (&gl_texturecompression_lightcubemaps);
R_RegisterModule("R_Textures", r_textures_start, r_textures_shutdown, r_textures_newmap);
}
}
}
mip = 0;
+ if (gl_support_texture_compression)
+ {
+ if (gl_texturecompression.integer >= 2)
+ qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_NICEST);
+ else
+ qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST);
+ CHECKGLERROR
+ }
switch(glt->texturetype)
{
case GLTEXTURETYPE_1D:
glt->texturetype = texturetype;
glt->inputdatasize = size;
glt->palette = palette;
- glt->glinternalformat = texinfo->glinternalformat;
+ glt->glinternalformat = ((flags & TEXF_COMPRESS) && gl_texturecompression.integer >= 1 && gl_support_texture_compression) ? texinfo->glcompressedinternalformat : texinfo->glinternalformat;
glt->glformat = texinfo->glformat;
glt->bytesperpixel = texinfo->internalbytesperpixel;
glt->sides = glt->texturetype == GLTEXTURETYPE_CUBEMAP ? 6 : 1;