The code below and the code it references look to me like
high resolution textures are being resampled/resized down to the same size as the WAD texture in the map.
1. Is this true?
2. If it is true, then there isn't such a thing as a high res texture, correct?
They wouldn't be high resolution textures, just 24 bit ones, right?
Code:
int GL_LoadTextureImage (char *filename, char *identifier, int matchwidth, int matchheight, int mode)
{
int texnum;
byte *data;
gltexture_t *gltexture;
if (no24bit)
return 0;
if (!identifier)
identifier = filename;
gltexture = current_texture = GL_FindTexture (identifier);
if (!(data = GL_LoadImagePixels(filename, matchwidth, matchheight, mode)))
{
texnum = (gltexture && !current_texture) ? gltexture->texnum : 0;
}
else
{
texnum = GL_LoadTexturePixels (data, identifier, image_width, image_height, mode);
free (data);
}
current_texture = NULL;
return texnum;
}