Clean up compressed texture handling. Exclude dynamic/client generated/local textures. Got rid of glh headers.

This commit is contained in:
Shyotl
2019-03-04 02:03:45 -06:00
parent 64931839cc
commit 7317f28ab3
13 changed files with 365 additions and 2406 deletions

View File

@@ -124,7 +124,7 @@
<combo_item name="VSyncAdaptive" value="-1">Adaptive</combo_item>
</combo_box>
<spinner bottom_delta="70" control_name="TextureMemory" decimal_digits="0" height="16" increment="16" initial_val="32" label="Texture Memory (MB):" label_width="138" left="10" max_val="4096" min_val="0" name="GrapicsCardTextureMemory" tool_tip="Amount of memory to allocate for textures. Defaults to Video Card Memory. Reducing this may improve performance but may also make textures blurry." width="202"/>
<check_box bottom_delta="-18" control_name="RenderCompressedTextures" height="16" label="Enable Texture Compression" left="5" name="compressed_textures"
<check_box bottom_delta="-18" control_name="RenderCompressTextures" height="16" label="Enable Texture Compression (Requires restart)" left="5" name="compressed_textures"
tool_tip="Enabling this reduces GPU memory consumption at the expense of in-world texture quality."/>
<check_box bottom_delta="-25" control_name="RenderVBOEnable" height="16" label="Enable OpenGL Vertex Buffer Objects" left="5" name="vbo"
tool_tip="Enabling this on modern hardware gives a performance gain. However, older hardware often has poor implementations of VBOs and you may get crashes when this is enabled."/>