Just a couple questions:
1)Ok when using the old texture format you could import a patch and then scale the patch to different sizes in different textures. What I'm saying is that you could have like a patch "rocka1" and then have two textures that both uses "rocka1" but at different scales. You only import one patch but can make a bunch of different sized textures from it.
My question is, how would you do this with HIRESTEX?
I know you would put:
define rocka1 128 128
to define the new texture at a 128 scale, but how would I be able to use the rocka1 texture at a 64 or 32 scale, etc?
2)When I use hi-res textures that have transparent parts to them (like a big gate texture) GZDOOM seems to lag for a second or two before you can look at the texture in game. This never happened in previous versions so what's up?
Thanks!
Some HIRESTEX Q's
Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl
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