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Use texture compression on GPU
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5afd0b4ee2
commit
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6 changed files with 102 additions and 21 deletions
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@ -373,7 +373,14 @@ void ImGuiWrapper::init_font()
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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glsafe(::glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#if ENABLE_COMPRESSED_TEXTURES
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if (GLEW_EXT_texture_compression_s3tc)
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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#else
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glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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#endif // ENABLE_COMPRESSED_TEXTURES
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// Store our identifier
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io.Fonts->TexID = (ImTextureID)(intptr_t)m_font_texture;
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