diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 4c0871cadee413d049215045122de52313e69251..058726b985185b32c201368d88c38e5013bdcb01 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
uses
SysUtils, Classes,
MAPDEF,
- g_basic, g_player, r_graphics, g_res_downloader,
+ g_base, g_basic, g_player, r_graphics, g_res_downloader,
g_sound, g_gui, utils, md5, mempool, xprofiler,
g_touch, g_weapons;
implementation
uses
-{$INCLUDE ../nogl/noGLuses.inc}
{$IFDEF ENABLE_HOLMES}
g_holmes,
{$ENDIF}
MegaWAD.endpic := cfg.ReadStr('megawad', 'endpic', '');
if MegaWAD.endpic <> '' then
begin
- TEXTUREFILTER := GL_LINEAR;
s := e_GetResourcePath(WadDirs, MegaWAD.endpic, WAD);
- g_Texture_CreateWADEx('TEXTURE_endpic', s);
- TEXTUREFILTER := GL_NEAREST;
+ g_Texture_CreateWADEx('TEXTURE_endpic', s, gTextureFilter);
end;
MegaWAD.endmus := cfg.ReadStr('megawad', 'endmus', 'Standart.wad:D2DMUS\КОНЕЦ');
if MegaWAD.endmus <> '' then
sfsGCDisable(); // temporary disable removing of temporary volumes
try
- TEXTUREFILTER := GL_LINEAR;
- g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE');
- g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER');
- g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN');
- g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU');
- TEXTUREFILTER := GL_NEAREST;
+ g_Texture_CreateWADEx('MENU_BACKGROUND', GameWAD+':TEXTURES\TITLE', gTextureFilter);
+ g_Texture_CreateWADEx('INTER', GameWAD+':TEXTURES\INTER', gTextureFilter);
+ g_Texture_CreateWADEx('ENDGAME_EN', GameWAD+':TEXTURES\ENDGAME_EN', gTextureFilter);
+ g_Texture_CreateWADEx('ENDGAME_RU', GameWAD+':TEXTURES\ENDGAME_RU', gTextureFilter);
LoadStdFont('STDTXT', 'STDFONT', gStdFont);
LoadFont('MENUTXT', 'MENUFONT', gMenuFont);
conRegVar('dbg_ignore_level_bounds', @g_dbg_ignore_bounds, 'ignore level bounds', '', false);
- conRegVar('r_scale', @g_dbg_scale, 0.01, 100.0, 'render scale', '', false);
- conRegVar('r_resolution_scale', @r_pixel_scale, 0.01, 100.0, 'upscale factor', '', false);
-
conRegVar('light_enabled', @gwin_k8_enable_light_experiments, 'enable/disable dynamic lighting', 'lighting');
conRegVar('light_player_halo', @g_playerLight, 'enable/disable player halo', 'player light halo');