=============================================================================
*/
+/*
#define MAX_SCRAPS 2
#define BLOCK_WIDTH 256
#define BLOCK_HEIGHT 256
scraptexnum[texnum] = GL_LoadTexture (va("scrapslot%d", texnum), BLOCK_WIDTH, BLOCK_HEIGHT, scrap_texels[texnum], false, true, 1);
scrap_dirty = false;
}
+*/
//=============================================================================
/* Support Routines */
gl = (glpic_t *)p->data;
// load little ones into the scrap
+ /*
if (p->width < 64 && p->height < 64)
{
int x, y;
}
else
{
+ */
gl->texnum = GL_LoadPicTexture (p);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
- }
+ //}
return p;
}
conbacktexnum = loadtextureimage("gfx/conback", 0, 0, false, false);
- memset(scraptexnum, 0, sizeof(scraptexnum));
+// memset(scraptexnum, 0, sizeof(scraptexnum));
// get the other pics we need
draw_disc = Draw_PicFromWad ("disc");
return;
glBindTexture(GL_TEXTURE_2D, char_texture);
// LordHavoc: NEAREST mode on text if not scaling up
- if ((int) vid.width < glwidth)
+ if (glwidth < (int) vid.width)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, char_texture);
// LordHavoc: NEAREST mode on text if not scaling up
- if ((int) vid.width < glwidth)
+ if (glwidth < (int) vid.width)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
{
glpic_t *gl;
- if (scrap_dirty)
- Scrap_Upload ();
+// if (scrap_dirty)
+// Scrap_Upload ();
gl = (glpic_t *)pic->data;
if (!r_render.value)
return;
{
glpic_t *gl;
- if (scrap_dirty)
- Scrap_Upload ();
+// if (scrap_dirty)
+// Scrap_Upload ();
gl = (glpic_t *)pic->data;
if (!r_render.value)
return;