static int R_CalcTexelDataSize (gltexture_t *glt)
{
- int width2, height2, depth2, size;
+ int width2, height2, depth2, size, picmip;
if (glt->flags & TEXF_FRAGMENT)
size = glt->width * glt->height * glt->depth;
else
{
+ picmip = 0;
+ if (glt->flags & TEXF_PICMIP)
+ picmip = gl_picmip.integer;
if (gl_max_size.integer > realmaxsize)
Cvar_SetValue("gl_max_size", realmaxsize);
// calculate final size
for (width2 = 1;width2 < glt->width;width2 <<= 1);
for (height2 = 1;height2 < glt->height;height2 <<= 1);
for (depth2 = 1;depth2 < glt->depth;depth2 <<= 1);
- for (width2 >>= gl_picmip.integer;width2 > gl_max_size.integer;width2 >>= 1);
- for (height2 >>= gl_picmip.integer;height2 > gl_max_size.integer;height2 >>= 1);
- for (depth2 >>= gl_picmip.integer;depth2 > gl_max_size.integer;depth2 >>= 1);
+ for (width2 >>= picmip;width2 > gl_max_size.integer;width2 >>= 1);
+ for (height2 >>= picmip;height2 > gl_max_size.integer;height2 >>= 1);
+ for (depth2 >>= picmip;depth2 > gl_max_size.integer;depth2 >>= 1);
if (width2 < 1) width2 = 1;
if (height2 < 1) height2 = 1;
if (depth2 < 1) depth2 = 1;
// use the largest scrap texture size we can (not sure if this is really a good idea)
for (block_size = 1;block_size < realmaxsize && block_size < gl_max_scrapsize.integer;block_size <<= 1);
- texturemempool = Mem_AllocPool("Texture Info");
- texturedatamempool = Mem_AllocPool("Texture Storage (not yet uploaded)");
- textureprocessingmempool = Mem_AllocPool("Texture Processing Buffers");
+ texturemempool = Mem_AllocPool("Texture Info", 0, NULL);
+ texturedatamempool = Mem_AllocPool("Texture Storage (not yet uploaded)", 0, NULL);
+ textureprocessingmempool = Mem_AllocPool("Texture Processing Buffers", 0, NULL);
// Disable JPEG screenshots if the DLL isn't loaded
if (! JPEG_OpenLibrary ())
void R_Textures_Frame (void)
{
- static old_aniso = 0;
+ static int old_aniso = 0;
// could do procedural texture animation here, if we keep track of which
// textures were accessed this frame...
if (prevbuffer == NULL)
{
R_MakeResizeBufferBigger(glt->image->width * glt->image->height * glt->image->depth * glt->image->bytesperpixel);
- memset(resizebuffer, 255, glt->width * glt->height * glt->image->depth * glt->image->bytesperpixel);
+ memset(resizebuffer, 0, glt->width * glt->height * glt->image->depth * glt->image->bytesperpixel);
prevbuffer = resizebuffer;
}
else if (glt->textype->textype == TEXTYPE_PALETTE)
width = glt->image->width;
height = glt->image->height;
depth = glt->image->depth;
- memset(resizebuffer, 255, width * height * depth * glt->image->bytesperpixel);
+ memset(resizebuffer, 0, width * height * depth * glt->image->bytesperpixel);
prevbuffer = resizebuffer;
}
else
static void R_FindImageForTexture(gltexture_t *glt)
{
- int i, j, best, best2, x, y, z, w, h, d;
+ int i, j, best, best2, x, y, z, w, h, d, picmip;
textypeinfo_t *texinfo;
gltexturepool_t *pool;
gltextureimage_t *image, **imagechainpointer;
image->type = GLIMAGETYPE_TILE;
image->blockallocation = NULL;
+ picmip = 0;
+ if (glt->flags & TEXF_PICMIP)
+ picmip = gl_picmip.integer;
// calculate final size
if (gl_max_size.integer > realmaxsize)
Cvar_SetValue("gl_max_size", realmaxsize);
for (image->width = 1;image->width < glt->width;image->width <<= 1);
for (image->height = 1;image->height < glt->height;image->height <<= 1);
for (image->depth = 1;image->depth < glt->depth;image->depth <<= 1);
- for (image->width >>= gl_picmip.integer;image->width > gl_max_size.integer;image->width >>= 1);
- for (image->height >>= gl_picmip.integer;image->height > gl_max_size.integer;image->height >>= 1);
- for (image->depth >>= gl_picmip.integer;image->depth > gl_max_size.integer;image->depth >>= 1);
+ for (image->width >>= picmip;image->width > gl_max_size.integer;image->width >>= 1);
+ for (image->height >>= picmip;image->height > gl_max_size.integer;image->height >>= 1);
+ for (image->depth >>= picmip;image->depth > gl_max_size.integer;image->depth >>= 1);
if (image->width < 1) image->width = 1;
if (image->height < 1) image->height = 1;
if (image->depth < 1) image->depth = 1;
image->texturetype = glt->texturetype;
image->glinternalformat = texinfo->glinternalformat;
image->glformat = texinfo->glformat;
- image->flags = (glt->flags & (TEXF_MIPMAP | TEXF_ALPHA | TEXF_CLAMP)) | GLTEXF_UPLOAD;
+ image->flags = (glt->flags & (TEXF_MIPMAP | TEXF_ALPHA | TEXF_CLAMP | TEXF_PICMIP)) | GLTEXF_UPLOAD;
image->bytesperpixel = texinfo->internalbytesperpixel;
image->sides = image->texturetype == GLTEXTURETYPE_CUBEMAP ? 6 : 1;
// get a texture number to use