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authorFelix Kuehling <[email protected]>2005-04-23 17:18:57 +0000
committerFelix Kuehling <[email protected]>2005-04-23 17:18:57 +0000
commit9b4536a654774e3df330e9f238475aa20e30f7a3 (patch)
tree0914b87511904e1553c9737fbda0c03f8e56f2b2 /progs/windml
parentdf943a40411d2b71381e5053d7c59e8cd2400fff (diff)
Texturing fixes for Savage3D/MX/IX:
- force emitting texAddr when the texture image changed (flush caches) - set transparent texture color key to something improbable (couldn't find a way to disable it completely) - fixed texture environment modes GL_DECAL and GL_REPLACE - made texture environment mode GL_BLEND a software fallback - added two custom texture formats for promoting from GL_ALPHA to ARGB8888 and 4444. Since the hardware can't be made to ignore the RGB color components, set them to 1 instead of 0. This gives the correct results - disabled GL_EXT_texture_env_add on Savage3D/MX/IX - map both GL_CLAMP and GL_CLAMP_TO_EDGE to hardware mode "wrap". It doesn't match either mode exactly by the spec, so we should either fall back on both or none. I chose the latter. - fall back to software when s and t wrapping modes differ (hardware has only one bit for both)
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