2007-11-04 03:34:51 +00:00
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/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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// a texturename of the form (0 0 0) will
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// create a solid color texture
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void Texture_Init();
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void Texture_ShowDirectory (int menunum);
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void Texture_ShowDirectory ();
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void Texture_ShowAll();
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void WINAPI Texture_ShowInuse();
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extern char texture_directory[];
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// Timo
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// added an optional IPluginTexdef when one is available
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// we need a forward declaration, this is crap
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class IPluginTexdef;
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//++timo clean
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void Texture_SetTexture2 (IShader *pShader, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = NULL, bool bSetSelection = true);
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void WINAPI Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = (IPluginTexdef*)NULL, bool bSetSelection = true);
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void Texture_SetMode(int iMenu); // GL_TEXTURE_NEAREST, etc..
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void Texture_ResetPosition();
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// build the list of shader files used by PreloadShaders
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void BuildShaderList();
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// preload the shaders: build a list of shader names and properties .. don't load their assets
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void PreloadShaders();
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int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight);
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qtexture_t* Texture_LoadFromPlugIn(void* vp);
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void Texture_StartPos (void);
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IShader* Texture_NextPos (int *x, int *y);
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