TEXTYPE_RGBA,
// 32bit BGRA (preferred format due to faster uploads on most hardware)
TEXTYPE_BGRA,
- // 16bit D16 (16bit depth) or 32bit S8D24 (24bit depth, 8bit stencil unused)
- TEXTYPE_SHADOWMAP,
// 8bit ALPHA (used for freetype fonts)
TEXTYPE_ALPHA,
// 4x4 block compressed 15bit color (4 bits per pixel)
TEXTYPE_DXT3,
// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
TEXTYPE_DXT5,
+
+ // 8bit paletted in sRGB colorspace
+ TEXTYPE_SRGB_PALETTE,
+ // 32bit RGBA in sRGB colorspace
+ TEXTYPE_SRGB_RGBA,
+ // 32bit BGRA (preferred format due to faster uploads on most hardware) in sRGB colorspace
+ TEXTYPE_SRGB_BGRA,
+ // 4x4 block compressed 15bit color (4 bits per pixel) in sRGB colorspace
+ TEXTYPE_SRGB_DXT1,
+ // 4x4 block compressed 15bit color plus 1bit alpha (4 bits per pixel) in sRGB colorspace
+ TEXTYPE_SRGB_DXT1A,
+ // 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel) in sRGB colorspace
+ TEXTYPE_SRGB_DXT3,
+ // 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel) in sRGB colorspace
+ TEXTYPE_SRGB_DXT5,
+
// this represents the same format as the framebuffer, for fast copies
- TEXTYPE_COLORBUFFER
+ TEXTYPE_COLORBUFFER,
+ // this represents an RGBA half_float texture (4 16bit floats)
+ TEXTYPE_COLORBUFFER16F,
+ // this represents an RGBA float texture (4 32bit floats)
+ TEXTYPE_COLORBUFFER32F,
+ // 16bit D16 (16bit depth) or 32bit S8D24 (24bit depth, 8bit stencil unused)
+ TEXTYPE_SHADOWMAP
}
textype_t;
extern cvar_t gl_texturecompression_sky;
extern cvar_t gl_texturecompression_lightcubemaps;
extern cvar_t gl_texturecompression_reflectmask;
+extern cvar_t r_texture_dds_load;
+extern cvar_t r_texture_dds_save;
// add a texture to a pool and optionally precache (upload) it
// (note: data == NULL is perfectly acceptable)