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Force texture download every time to handle lazy texture downloads.
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commit
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1 changed files with 16 additions and 16 deletions
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@ -1,18 +1,18 @@
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/* $Id: texdown.c,v 1.3 2000/03/29 18:02:52 brianp Exp $ */
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/* $Id: texdown.c,v 1.4 2001/02/07 03:04:58 gareth Exp $ */
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/*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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@ -148,6 +148,10 @@ MeasureDownloadRate(void)
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glPixelTransferf(GL_BLUE_BIAS, 0.0);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glEnable(GL_TEXTURE_2D);
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count = 0;
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t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
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do {
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@ -163,24 +167,20 @@ MeasureDownloadRate(void)
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FormatTable[Format].Type, texImage);
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}
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if (count == 0) {
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/* draw a tiny polygon to force texture into texram */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_TRIANGLES);
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glTexCoord2f(0, 0); glVertex2f(1, 1);
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glTexCoord2f(1, 0); glVertex2f(3, 1);
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glTexCoord2f(0.5, 1); glVertex2f(2, 3);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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/* draw a tiny polygon to force texture into texram */
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glBegin(GL_TRIANGLES);
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glTexCoord2f(0, 0); glVertex2f(1, 1);
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glTexCoord2f(1, 0); glVertex2f(3, 1);
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glTexCoord2f(0.5, 1); glVertex2f(2, 3);
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glEnd();
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t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
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time = t1 - t0;
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count++;
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} while (time < 3.0);
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glDisable(GL_TEXTURE_2D);
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printf("w*h=%d count=%d time=%f\n", w*h, count, time);
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DownloadRate = w * h * count / time;
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