switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (glt->texnum)
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
// change all the existing mipmap texture objects
// FIXME: force renderer(/client/something?) restart instead?
{
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
// LordHavoc: allow any alignment
CHECKGLERROR
continue;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
continue;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
break;
}
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
// ignore the first difference, any textures loaded by now probably had the same aniso value
if (first_time_aniso)
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
{
int oldbindtexnum;
// do the appropriate upload type...
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (glt->texnum) // not renderbuffers
{
// data may be NULL (blank texture for dynamic rendering)
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
// data may be NULL (blank texture for dynamic rendering)
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
qglGenRenderbuffers(1, (GLuint *)&glt->renderbuffernum);CHECKGLERROR
// create the texture object
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
CHECKGLERROR
GL_ActiveTexture(0);
break;
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
if (bytesperblock)
{
// after upload we have to set some parameters...
switch(vid.renderpath)
{
- case RENDERPATH_GL20:
+ case RENDERPATH_GL32:
case RENDERPATH_GLES2:
#ifdef GL_TEXTURE_MAX_LEVEL
if (dds_miplevels >= 1 && !mipcomplete)