OpenGL2: Support half floats for texcoords and vertex colors.
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1ba9e7a45e
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943259f6b4
10 changed files with 193 additions and 154 deletions
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@ -1416,6 +1416,10 @@ typedef struct {
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qboolean seamlessCubeMap;
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GLenum packedNormalDataType;
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GLenum packedTexcoordDataType;
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GLenum packedColorDataType;
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int packedTexcoordDataSize;
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int packedColorDataSize;
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qboolean floatLightmap;
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qboolean vertexArrayObject;
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@ -1713,6 +1717,7 @@ extern cvar_t *r_ext_multi_draw_arrays;
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extern cvar_t *r_ext_framebuffer_object;
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extern cvar_t *r_ext_texture_float;
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extern cvar_t *r_arb_half_float_pixel;
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extern cvar_t *r_arb_half_float_vertex;
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extern cvar_t *r_ext_framebuffer_multisample;
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extern cvar_t *r_arb_seamless_cube_map;
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extern cvar_t *r_arb_vertex_type_2_10_10_10_rev;
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@ -2180,8 +2185,10 @@ VERTEX BUFFER OBJECTS
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============================================================
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*/
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uint32_t R_VaoPackTangent(vec4_t v);
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uint32_t R_VaoPackNormal(vec3_t v);
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int R_VaoPackTangent(byte *out, vec4_t v);
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int R_VaoPackNormal(byte *out, vec3_t v);
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int R_VaoPackTexCoord(byte *out, vec2_t st);
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int R_VaoPackColors(byte *out, vec4_t color);
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void R_VaoUnpackTangent(vec4_t v, uint32_t b);
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void R_VaoUnpackNormal(vec3_t v, uint32_t b);
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