+ // allocate textures as needed
+ if (!r_bloom_texture_screen)
+ r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!r_bloom_texture_bloom)
+ r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ // set bloomwidth and bloomheight to the bloom resolution that will be
+ // used (often less than the screen resolution for faster rendering)