OpenGL2: Store normals/tangents as int16_t[4].
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@@ -295,23 +295,6 @@ void GLimp_InitExtraExtensions()
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ri.Printf(PRINT_ALL, result[2], extension);
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}
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// GL_ARB_vertex_type_2_10_10_10_rev
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extension = "GL_ARB_vertex_type_2_10_10_10_rev";
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glRefConfig.packedNormalDataType = GL_BYTE;
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if( GLimp_HaveExtension( extension ) )
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{
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qboolean useExt = !!r_arb_vertex_type_2_10_10_10_rev->integer;
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if (useExt)
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glRefConfig.packedNormalDataType = GL_INT_2_10_10_10_REV;
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ri.Printf(PRINT_ALL, result[useExt], extension);
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}
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else
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{
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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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