OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
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8 changed files with 70 additions and 79 deletions
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@ -2931,9 +2931,6 @@ void R_CreateBuiltinImages( void ) {
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if (r_drawSunRays->integer)
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tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
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if (r_softOverbright->integer)
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tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
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if (glRefConfig.framebufferObject)
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{
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tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
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