texture compressing switch

This commit is contained in:
milek7
2018-02-26 18:05:53 +01:00
committed by tmj-fstate
parent b6206bc12c
commit a1e2ad60d4
3 changed files with 9 additions and 1 deletions

View File

@@ -617,6 +617,10 @@ global_settings::ConfigParse(cParser &Parser) {
Parser.getTokens( 1 );
Parser >> uart_conf.debug;
}
else if( token == "compresstex" ) {
Parser.getTokens( 1 );
Parser >> compress_tex;
}
} while ((token != "") && (token != "endconfig")); //(!Parser->EndOfFile)
// na koniec trochę zależności
if (!bLoadTraction) // wczytywanie drutów i słupów

View File

@@ -118,6 +118,7 @@ struct global_settings {
float SplineFidelity{ 1.f }; // determines segment size during conversion of splines to geometry
bool ResourceSweep{ true }; // gfx resource garbage collection
bool ResourceMove{ false }; // gfx resources are moved between cpu and gpu side instead of sending a copy
bool compress_tex{ true }; // all textures are compressed on gpu side
std::string asSky{ "1" };
bool bGlutFont{ false }; // czy tekst generowany przez GLUT32.DLL
double fFpsAverage{ 20.0 }; // oczekiwana wartosć FPS

View File

@@ -589,7 +589,10 @@ opengl_texture::create() {
else {
// uncompressed texture data. have the gfx card do the compression as it sees fit
::glTexImage2D(
GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA,
GL_TEXTURE_2D, 0,
( Global.compress_tex ?
GL_COMPRESSED_RGBA :
GL_RGBA ),
data_width, data_height, 0,
data_format, GL_UNSIGNED_BYTE, (GLubyte *)&data[ 0 ] );
}