implemented support for GL_EXT_texture_sRGB to preserve precision if
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 10 Apr 2011 12:50:11 +0000 (12:50 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 10 Apr 2011 12:50:11 +0000 (12:50 +0000)
commit3a0aa3feb14ad0af4e0c2fb3408d6cca0132ddcf
treec0fb40d8ff62e282ab725e2f06a99c5d665d8fb6
parent380380c0c6231c1b63a3100f56cb291a9d1247f0
implemented support for GL_EXT_texture_sRGB to preserve precision if
supported (otherwise it just converts to linear and uses regular texture
formats)
renamed r_texture_convertsRGB_ cvars to r_texture_sRGB_ and broke out
the individual skin textures as separate cvars
added vid.forcetextype which allows particular renderpaths to force
desired texture component layouts (GL_RGBA for GLES, otherwise GL_BGRA)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11045 d7cf8633-e32d-0410-b094-e92efae38249
18 files changed:
cl_particles.c
gl_draw.c
gl_rmain.c
gl_textures.c
glquake.h
image.c
image.h
model_brush.c
model_sprite.c
r_lightning.c
r_shadow.c
r_sky.c
r_textures.h
render.h
vid.h
vid_sdl.c
vid_shared.c
vid_wgl.c