equal
deleted
inserted
replaced
88 rqClampLess = $00000200; // don't clamp textures |
88 rqClampLess = $00000200; // don't clamp textures |
89 rqTooltipsOff = $00000400; // tooltips are not drawn |
89 rqTooltipsOff = $00000400; // tooltips are not drawn |
90 rqDesyncVBlank= $00000800; // don't sync on vblank |
90 rqDesyncVBlank= $00000800; // don't sync on vblank |
91 |
91 |
92 // image flags (for LoadImage()) |
92 // image flags (for LoadImage()) |
|
93 // TODO: discuss whether ifAlpha and ifColorKey are actually needed and if and where we want to support which colorkeys |
93 ifNone = $00000000; // nothing special |
94 ifNone = $00000000; // nothing special |
94 ifAlpha = $00000001; // use alpha channel (unused right now?) |
95 ifAlpha = $00000001; // use alpha channel (unused right now?) |
95 ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
96 ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
96 ifColorKey = $00000004; // image uses transparent pixels (color keying) |
97 ifColorKey = $00000004; // image uses transparent pixels (color keying) |
97 ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
98 ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
98 |
99 |
99 // texture priority (allows OpenGL to keep frequently used textures in video memory more easily) |
100 // texture priority (allows OpenGL to keep frequently used textures in video memory more easily) |
100 tpLowest = 0.00; |
101 tpLowest = 0.00; |
101 tpLow = 0.25; |
102 tpLow = 0.25; |