return FALSE;
}
-float updateCompression()
-{
- float fh;
- float have_dds, have_jpg, have_tga;
- 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);
- if(have_dds && (have_jpg || have_tga))
- {
- cvar_set("gl_texturecompression", "0");
- return 1;
- }
- else if(have_dds)
- {
- cvar_set("gl_texturecompression", "0");
- cvar_set("r_texture_dds_load", "1");
- return 0;
- }
- else
- {
- cvar_set("gl_texturecompression", cvar_string("r_texture_dds_load"));
- return 2;
- }
-}
-
void XonoticEffectsSettingsTab_fill(entity me)
{
entity e, s;
default: return "";
}
}
+
+float updateCompression()
+{
+ float fh;
+ float have_dds, have_jpg, have_tga;
+ 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);
+ if(have_dds && (have_jpg || have_tga))
+ {
+ // both? Let's only use good quality precompressed files
+ cvar_set("gl_texturecompression", "0");
+ return 1;
+ }
+ else if(have_dds)
+ {
+ // DDS only? We probably always want texture compression
+ cvar_set("gl_texturecompression", "1");
+ cvar_set("r_texture_dds_load", "1");
+ return 0;
+ }
+ else
+ {
+ // TGA only? Allow runtime compression
+ cvar_set("gl_texturecompression", cvar_string("r_texture_dds_load"));
+ return 2;
+ }
+}