flags |= TEXF_CLAMP;
// load a high quality image from disk if possible
- pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, flags);
+ pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, flags | (gl_texturecompression_2d.integer ? TEXF_COMPRESS : 0));
if (pic->tex == NULL && !strncmp(path, "gfx/", 4))
{
// compatibility with older versions which did not require gfx/ prefix
- pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, flags);
+ pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, flags | (gl_texturecompression_2d.integer ? TEXF_COMPRESS : 0));
}
// if a high quality image was loaded, set the pic's size to match it, just
// in case there's no low quality version to get the size from
GL_DepthMask(true);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
GL_DepthTest(false);
GL_Color(1,1,1,1);
GL_AlphaTest(false);
R_Mesh_ResetTextureState();
GL_DepthMask(true);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(0, 0);
GL_DepthTest(false);
if (v_color_enable.integer)
{