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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- // a texturename of the form (0 0 0) will
- // create a solid color texture
- void Texture_Init (bool bHardInit = true);
- void Texture_FlushUnused ();
- void Texture_Flush (bool bReload = false);
- void Texture_ClearInuse (void);
- void Texture_ShowInuse (void);
- void Texture_ShowDirectory (int menunum, bool bLinked = false);
- void Texture_ShowAll();
- void Texture_HideAll();
- void Texture_Cleanup(CStringList *pList = NULL);
- // TTimo: added bNoAlpha flag to ignore alpha channel when parsing a .TGA file, transparency is usually achieved through qer_trans keyword in shaders
- // in some cases loading an empty alpha channel causes display bugs (brushes not seen)
- //qtexture_t *Texture_ForName (const char *name, bool bReplace = false, bool bShader = false, bool bNoAlpha = false, bool bReload = false, bool makeShader = true);
- const idMaterial *Texture_ForName(const char *name);
- void Texture_Init (void);
- void Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, bool bSetSelection = true);
- void Texture_SetMode(int iMenu); // GL_TEXTURE_NEAREST, etc..
- void Texture_ResetPosition();
- void FreeShaders();
- void LoadShaders();
- void ReloadShaders();
- int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight);
- void Texture_StartPos (void);
- qtexture_t *Texture_NextPos (int *x, int *y);
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