/* glsl_textures.c Texture format setup. Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2001 Ragnvald Maartmann-Moe IV This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_textures.h" int GL_LoadQuakeTexture (const char *identifier, int width, int height, byte *data) { GLuint tnum; qfglGenTextures (1, &tnum); qfglBindTexture (GL_TEXTURE_2D, tnum); qfglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); qfglGenerateMipmap (GL_TEXTURE_2D); return tnum; } int GL_LoadRGBTexture (const char *identifier, int width, int height, byte *data) { GLuint tnum; qfglGenTextures (1, &tnum); qfglBindTexture (GL_TEXTURE_2D, tnum); qfglTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); qfglGenerateMipmap (GL_TEXTURE_2D); return tnum; } void GL_ReleaseTexture (int tex) { GLuint tnum = tex; qfglDeleteTextures (1, &tnum); }