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Use texture compression in ResourceManager::LoadTexture
1 parent 1c6df4a commit c8a34d0

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MP-APS/ResourceManager.cpp

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -99,20 +99,24 @@ unsigned int ResourceManager::LoadTexture(const std::string_view path, const boo
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}
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101101
GLenum format = 0;
102+
GLenum internalFormat = 0;
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switch (nrComponents) {
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case 1:
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format = GL_RED;
106+
internalFormat = GL_COMPRESSED_RED;
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break;
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case 3:
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format = GL_RGB;
110+
internalFormat = GL_COMPRESSED_RGB;
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break;
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case 4:
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format = GL_RGBA;
114+
internalFormat = GL_COMPRESSED_RGBA;
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break;
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}
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glBindTexture(GL_TEXTURE_2D, textureID);
115-
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
119+
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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if (useMipMaps) {
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glGenerateMipmap(GL_TEXTURE_2D);
118122
}

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