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https://github.com/FWGS/xash3d-fwgs
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ref: restore missing PARM_TEX_MEMORY RenderAPI parameter
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@ -212,6 +212,8 @@ static int GL_RefGetParm( int parm, int arg )
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case PARM_TEX_FLAGS:
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glt = R_GetTexture( arg );
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return glt->flags;
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case PARM_TEX_MEMORY:
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return GL_TexMemory();
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case PARM_ACTIVE_TMU:
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return glState.activeTMU;
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case PARM_LIGHTSTYLEVALUE:
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@ -1607,7 +1607,7 @@ int GL_LoadTextureArray( const char **names, int flags )
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len += ret;
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}
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COM_FileBase( names[i], basename, sizeof( basename ));
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ret = Q_snprintf( &name[len], sizeof( name ) - len, "%s[%i]", basename, numLayers );
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@ -1943,6 +1943,23 @@ void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
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gEngfuncs.FS_FreeImage( pic );
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}
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/*
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================
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GL_TexMemory
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return size of all uploaded textures
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================
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*/
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int GL_TexMemory( void )
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{
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int i, total = 0;
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for( i = 0; i < gl_numTextures; i++ )
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total += gl_textures[i].size;
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return total;
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}
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/*
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==============================================================================
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@ -366,6 +366,7 @@ void R_InitDlightTexture( void );
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void R_TextureList_f( void );
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void R_InitImages( void );
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void R_ShutdownImages( void );
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int GL_TexMemory( void );
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//
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// gl_rlight.c
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@ -147,6 +147,8 @@ static int GL_RefGetParm( int parm, int arg )
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case PARM_TEX_FLAGS:
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glt = R_GetTexture( arg );
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return glt->flags;
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case PARM_TEX_MEMORY:
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return R_TexMemory();
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case PARM_ACTIVE_TMU:
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return 0; //glState.activeTMU;
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case PARM_LIGHTSTYLEVALUE:
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@ -1199,6 +1199,23 @@ void GAME_EXPORT GL_ProcessTexture( int texnum, float gamma, int topColor, int b
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gEngfuncs.FS_FreeImage( pic );
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}
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/*
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================
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R_TexMemory
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return size of all uploaded textures
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================
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*/
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int R_TexMemory( void )
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{
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int i, total = 0;
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for( i = 0; i < r_numImages; i++ )
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total += r_images[i].size;
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return total;
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}
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/*
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==============================================================================
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@ -448,6 +448,8 @@ void R_InitDlightTexture( void );
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void R_TextureList_f( void );
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void R_InitImages( void );
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void R_ShutdownImages( void );
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int R_TexMemory( void );
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#if 1
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//
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// gl_rlight.c
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