This commit is contained in:
Glenn Maynard
2003-06-28 02:19:31 +00:00
parent 3e4e26dd95
commit 7f5b42cc9d
+1 -36
View File
@@ -918,28 +918,10 @@ unsigned RageDisplay_OGL::CreateTexture(
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
/* This is an experiment: some people are seeing skips when the danger
* background comes in. One hypothesis: we're loading the danger background,
* keeping it in memory without displaying it for several games, it gets
* swapped out of texture memory, and then we skip swapping it in.
*
* It's rather small, so I'm not entirely convinced this is what's happening.
* Let's try boosting the texture priority for the danger background and
* see if it goes away. If it does, I'll make texture pris a texture hint
* (or find another way to do this; perhaps we should do a dummy render of
* a texture when it's reused from our texture cache if it hasn't been used
* in a long time). */
// TODO: Find a way to add this back in. -Chris
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 0.5f);
// if(ID.filename.Find("danger") != -1)
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0f);
// texture must be power of two
ASSERT( img->w == power_of_two(img->w) );
ASSERT( img->h == power_of_two(img->h) );
//retry:
if(pixfmt == FMT_PAL)
{
/* The image is paletted. Let's try to set up a paletted texture. */
@@ -983,30 +965,13 @@ unsigned RageDisplay_OGL::CreateTexture(
GLenum error = glGetError();
ASSERT( error == GL_NO_ERROR );
/* If we're paletted, and didn't get the 8-bit palette we asked for ...*/
/* Sanity check: */
if( pixfmt == FMT_PAL )
{
GLint size = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INDEX_SIZE_EXT), &size);
if(size != 8)
{
/* I don't know any reason this should actually fail (paletted textures
* but no support for 8-bit palettes?), so let's just disable paletted
* textures the first time this happens. */
/* We can remove this if this doesn't actually happen, and simplify this code. */
RageException::Throw("Thought paletted textures worked, but they don't.");
// LOG->Info("Expected an 8-bit palette, got a %i-bit one instead; disabling paletted textures", size);
// DISPLAY->DisablePalettedTexture();
/* TODO: Fix this */
/* Shouldn't be needed anymore. */
// ASSERT(0);
// pixfmt = FMT_RGBA8;
// ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[pixfmt].bpp,
// PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
// PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
// goto retry;
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);