return m;
}
-string HUD_Panel_GetSettingName(float theSetting)
-{
- switch(theSetting) {
- case HUD_MENU_ENABLE: return ""; break;
- default: return "";
- }
-}
-
float updateCompression()
{
- float fh;
float have_dds, have_jpg, have_tga;
float can_dds;
- if((have_dds = ((fh = fopen("dds/particles/particlefont.dds", FILE_READ)) >= 0)))
- fclose(fh);
- if((have_jpg = ((fh = fopen("particles/particlefont.jpg", FILE_READ)) >= 0)))
- fclose(fh);
- if((have_tga = ((fh = fopen("particles/particlefont.tga", FILE_READ)) >= 0)))
- fclose(fh);
+ have_dds = (fexists("dds/particles/particlefont.dds"));
+ have_jpg = (fexists("particles/particlefont.jpg"));
+ have_tga = (fexists("particles/particlefont.tga"));
can_dds = GL_Have_TextureCompression();
if(have_dds && (have_jpg || have_tga))
{
// but ONLY if we actually support it!
if(can_dds)
{
+ // these builds are meant to have GOOD quality, so let's not compress non-skinframes
cvar_set("gl_texturecompression", "0");
return 1;
+
+ //cvar_set("gl_texturecompression", cvar_string("r_texture_dds_load"));
+ //return 2;
}
else
{