ref: gl: always scale down texture to 64x64, like sw.dll does
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@ -1012,7 +1012,9 @@ void R_UploadRipples( texture_t *image )
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return;
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g_ripple.gl_texturenum = image->gl_texturenum;
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g_ripple.texturescale = RIPPLES_CACHEWIDTH / image->width;
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// TODO: original sw.dll always draws at 64x64
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g_ripple.texturescale = Q_max( 2, RIPPLES_CACHEWIDTH / image->width );
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pixels = (uint32_t *)glt->original->buffer;
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v = MostSignificantBit( image->width );
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