version 1.20 | | version 1.21 |
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| | |
OGL_BINDTEXTURE(bm->gltexture->handle); | | OGL_BINDTEXTURE(bm->gltexture->handle); |
bm->gltexture->lastrend=GameTime; | | bm->gltexture->lastrend=GameTime; |
bm->gltexture->numrend++; | | bm->gltexture->numrend++; |
// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){ | | //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){ |
if (bm->gltexture->numrend==100){ | | // if (bm->gltexture->numrend==100){ |
bm->gltexture->prio+=0.1; | | // bm->gltexture->prio+=0.1; |
// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio); | | //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio); |
glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio); | | // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio); |
} | | // } |
} | | } |
//gltexture MUST be bound first | | //gltexture MUST be bound first |
void ogl_texwrap(ogl_texture *gltexture,int state){ | | void ogl_texwrap(ogl_texture *gltexture,int state){ |