TEXTYPE_DXT3,
// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
TEXTYPE_DXT5,
+ // this represents the same format as the framebuffer, for fast copies
+ TEXTYPE_COLORBUFFER,
}
textype_t;
extern cvar_t gl_texturecompression_q3bspdeluxemaps;
extern cvar_t gl_texturecompression_sky;
extern cvar_t gl_texturecompression_lightcubemaps;
+extern cvar_t gl_texturecompression_reflectmask;
// add a texture to a pool and optionally precache (upload) it
// (note: data == NULL is perfectly acceptable)