void R_Textures_Frame (void)
{
+ static old_aniso = 0;
+
// could do procedural texture animation here, if we keep track of which
// textures were accessed this frame...
Mem_Free(colorconvertbuffer);
colorconvertbuffer = NULL;
}
+
+ if (old_aniso != gl_texture_anisotropy.integer)
+ {
+ gltextureimage_t *image;
+ gltexturepool_t *pool;
+ GLint oldbindtexnum;
+
+ old_aniso = bound(1, gl_texture_anisotropy.integer, gl_max_anisotropy);
+
+ Cvar_SetValueQuick(&gl_texture_anisotropy, old_aniso);
+
+ for (pool = gltexturepoolchain;pool;pool = pool->next)
+ {
+ for (image = pool->imagechain;image;image = image->imagechain)
+ {
+ // only update already uploaded images
+ if (!(image->flags & GLTEXF_UPLOAD))
+ {
+ qglGetIntegerv(gltexturetypebindingenums[image->texturetype], &oldbindtexnum);
+
+ qglBindTexture(gltexturetypeenums[image->texturetype], image->texnum);
+ qglTexParameteri(gltexturetypeenums[image->texturetype], GL_TEXTURE_MAX_ANISOTROPY_EXT, old_aniso);CHECKGLERROR
+
+ qglBindTexture(gltexturetypeenums[image->texturetype], oldbindtexnum);
+ }
+ }
+ }
+ }
}
void R_MakeResizeBufferBigger(int size)