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Don't use compression for text rendering
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a5c78f85cf
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@ -430,7 +430,7 @@ int CGraphics_Threaded::LoadTextureRaw(int Width, int Height, int Format, const
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Cmd.m_Flags = 0;
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if(Flags&IGraphics::TEXLOAD_NOMIPMAPS)
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Cmd.m_Flags |= CCommandBuffer::TEXFLAG_NOMIPMAPS;
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if(g_Config.m_GfxTextureCompression)
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if(g_Config.m_GfxTextureCompression && ((Flags&IGraphics::TEXLOAD_NO_COMPRESSION) == 0))
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Cmd.m_Flags |= CCommandBuffer::TEXFLAG_COMPRESSED;
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if(g_Config.m_GfxTextureQuality || Flags&TEXLOAD_NORESAMPLE)
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Cmd.m_Flags |= CCommandBuffer::TEXFLAG_QUALITY;
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@ -295,7 +295,7 @@ class CTextRender : public IEngineTextRender
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pMem = calloc(Width * Height, 1);
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}
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int TextureID = Graphics()->LoadTextureRaw(Width, Height, CImageInfo::FORMAT_ALPHA, pMem, CImageInfo::FORMAT_ALPHA, IGraphics::TEXLOAD_NOMIPMAPS);
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int TextureID = Graphics()->LoadTextureRaw(Width, Height, CImageInfo::FORMAT_ALPHA, pMem, CImageInfo::FORMAT_ALPHA, IGraphics::TEXLOAD_NOMIPMAPS | IGraphics::TEXLOAD_NO_COMPRESSION);
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if(!pUploadData)
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free(pMem);
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@ -106,8 +106,9 @@ public:
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*/
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enum
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{
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TEXLOAD_NORESAMPLE = 1,
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TEXLOAD_NOMIPMAPS = 2,
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TEXLOAD_NORESAMPLE = 1<<0,
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TEXLOAD_NOMIPMAPS = 1<<1,
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TEXLOAD_NO_COMPRESSION = 1<<2,
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};
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int ScreenWidth() const { return m_ScreenWidth; }
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