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renderer: introduce IF_FITSCREEN
and RSF_2D
#1145
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efc831c
tr_shader: fix a bug about noPicMip being set when IF_NOPICMIP is not…
illwieckz cb10cd5
tr_image: introduce IF_FITSCREEN to rescale image to the smaller size…
illwieckz 9e78b7c
tr_shader: implement fitScreen shader keyword
illwieckz deac739
tr_shader: HACK the HACK
illwieckz df5ea71
renderer: add RSF_2D and make RegisterShaderFlags_t cummulative
illwieckz b1a8f01
renderer: add r_imageFitScreen cvar
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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Is there a motivation for having this be something we can disable?
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This is only for asset debugging. We can for example imagine a game that would have a very large 2D minimap larger than screen and that the player could scroll. If someone finds weird the image is blurry, he can disable the feature and deduce that's because the fitscreen flag is set somewhere for that image.
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The same would be usable for debugging any image that would have received the fitscreen flag but should not use fitscreen like some 3D textures (or worst, lightmaps…).