47 lines
1.3 KiB
C
47 lines
1.3 KiB
C
// Filename:- textures.h
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//
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#ifndef TEXTURES_H
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#define TEXTURES_H
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typedef struct
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{
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char sName[MAX_QPATH]; // game-relative path (without extension)
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char sExt[20]; // ".tga" etc (extra space for stuff like ".shader" maybe?)
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bool bIsDefault; // false in all but one cases
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byte *pPixels; // actual texture bitmap
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int iWidth, iHeight; // size of TextureData
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GLuint gluiBind; // id the texture is actually bound to (may be zero if file was missing)
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GLuint gluiDesiredBind; // id the texture would be bound to if present (used for refresh purposes)
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int iUsageCount;
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FILETIME ft;
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bool bFTValid;
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} Texture_t;
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void Texture_SetFilter(void);
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void TextureList_SetFilter(void);
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void TextureList_OnceOnlyInit(void);
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void TextureList_DeleteAll(void);
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int TextureList_GetMip(void);
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void TextureList_ReMip(int iMIPLevel);
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void TextureList_Refresh(void);
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TextureHandle_t TextureHandle_ForName(LPCSTR psLocalTexturePath);
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GLuint Texture_GetGLBind( TextureHandle_t thHandle);
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Texture_t *Texture_GetTextureData( TextureHandle_t thHandle );
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int Texture_Load( LPCSTR psLocalTexturePath, bool bInhibitStatus = false );
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void FakeCvars_Shutdown(void);
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void FakeCvars_OnceOnlyInit(void);
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void OnceOnly_GLVarsInit(void);
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#endif // #ifndef TEXTURES_H
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//////////////////// eof //////////////////
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