OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
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239f539702
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@@ -295,9 +295,6 @@ void GLimp_InitExtraExtensions()
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ri.Printf(PRINT_ALL, result[2], extension);
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}
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// use float lightmaps?
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glRefConfig.floatLightmap = (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer && r_hdr->integer);
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// GL_ARB_vertex_array_object
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extension = "GL_ARB_vertex_array_object";
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glRefConfig.vertexArrayObject = qfalse;
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@@ -318,8 +315,6 @@ void GLimp_InitExtraExtensions()
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extension = "GL_ARB_half_float_vertex";
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glRefConfig.packedTexcoordDataType = GL_FLOAT;
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glRefConfig.packedTexcoordDataSize = sizeof(float) * 2;
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glRefConfig.packedColorDataType = GL_FLOAT;
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glRefConfig.packedColorDataSize = sizeof(float) * 4;
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if( GLimp_HaveExtension( extension ) )
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{
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qboolean useExt = !!r_arb_half_float_vertex->integer;
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@@ -328,8 +323,6 @@ void GLimp_InitExtraExtensions()
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{
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glRefConfig.packedTexcoordDataType = GL_HALF_FLOAT;
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glRefConfig.packedTexcoordDataSize = sizeof(uint16_t) * 2;
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glRefConfig.packedColorDataType = GL_HALF_FLOAT;
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glRefConfig.packedColorDataSize = sizeof(uint16_t) * 4;
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}
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ri.Printf(PRINT_ALL, result[useExt], extension);
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