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Temporary low-res texture shown while generating compressed data on the CPU
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545c013acd
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4 changed files with 31 additions and 15 deletions
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@ -343,18 +343,6 @@ void GLTexture::reset()
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#endif // ENABLE_COMPRESSED_TEXTURES
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}
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#if ENABLE_COMPRESSED_TEXTURES
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bool GLTexture::unsent_compressed_data_available() const
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{
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return m_compressor.unsent_compressed_data_available();
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}
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void GLTexture::send_compressed_data_to_gpu()
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{
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m_compressor.send_compressed_data_to_gpu();
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}
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#endif // ENABLE_COMPRESSED_TEXTURES
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void GLTexture::render_texture(unsigned int tex_id, float left, float right, float bottom, float top)
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{
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render_sub_texture(tex_id, left, right, bottom, top, FullTextureUVs);
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@ -603,7 +591,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns
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int lod_h = m_height;
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GLint level = 0;
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// we do not need to generate all levels down to 1x1
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while ((lod_w > 64) || (lod_h > 64))
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while ((lod_w > 16) || (lod_h > 16))
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{
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++level;
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