flags |= TEXF_CLAMP;
// load a high quality image from disk if possible
- pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, flags | (gl_texturecompression_2d.integer ? TEXF_COMPRESS : 0));
+ pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, flags | (gl_texturecompression_2d.integer ? TEXF_COMPRESS : 0), true);
if (pic->tex == NULL && !strncmp(path, "gfx/", 4))
{
// compatibility with older versions which did not require gfx/ prefix
- pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, flags | (gl_texturecompression_2d.integer ? TEXF_COMPRESS : 0));
+ pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, flags | (gl_texturecompression_2d.integer ? TEXF_COMPRESS : 0), true);
}
// if a high quality image was loaded, set the pic's size to match it, just
// in case there's no low quality version to get the size from
height = pic->height;
R_Mesh_TexBind(0, R_GetTexture(pic->tex));
R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
-
- // AK07: lets be texel correct on the corners
- {
- float horz_offset = 0.5f / pic->width;
- float vert_offset = 0.5f / pic->height;
-
- floats[12] = s1 + horz_offset;floats[13] = t1 + vert_offset;
- floats[14] = s2 - horz_offset;floats[15] = t2 + vert_offset;
- floats[16] = s4 - horz_offset;floats[17] = t4 - vert_offset;
- floats[18] = s3 + horz_offset;floats[19] = t3 - vert_offset;
- }
+ floats[12] = s1;floats[13] = t1;
+ floats[14] = s2;floats[15] = t2;
+ floats[16] = s4;floats[17] = t4;
+ floats[18] = s3;floats[19] = t3;
}
floats[2] = floats[5] = floats[8] = floats[11] = 0;