/* =========================================================================== 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 . 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);