qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
#ifndef USE_GLES2
-#ifdef GL_TEXTURE_COMPRESSION_HINT_ARB
if (qglGetCompressedTexImageARB)
{
if (gl_texturecompression.integer >= 2)
qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST);
CHECKGLERROR
}
-#endif
#endif
switch(glt->texturetype)
{
force_swdecode = false;
if(bytesperblock)
{
- if(vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc)
+ if(vid.support.ext_texture_compression_s3tc)
{
if(r_texture_dds_swdecode.integer > 1)
force_swdecode = true;