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https://git.code.sf.net/p/quake/quakeforge
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5a57280aa9
While the scheme of using our own allocated did work just fine, fisheye rendering uses glGenTextures which caused a texture id clash and thus invalid operations (the cube map texture happened to be the same as the console background texture). Sure, I could have just "fixed" the fisheye init code, but this brings gl closer in line with glsl (which makes extensive use of glGenTextures and glDeleteTextures). This doesn't fix any texture leaks gl has (plenty, I imagine), but it's a step in the right direction.
54 lines
1.6 KiB
C
54 lines
1.6 KiB
C
/*
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gl_textures.h
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GL texture stuff from the renderer.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __gl_textures_h
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#define __gl_textures_h
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#include "QF/qtypes.h"
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#include "QF/GL/types.h"
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#define MAX_GLTEXTURES 2048
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extern int gl_alpha_format;
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extern int gl_solid_format;
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extern int gl_lightmap_format;
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extern int gl_filter_min;
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extern int gl_filter_max;
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extern qboolean gl_Anisotropy;
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extern float gl_aniso;
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extern GLuint gl_part_tex;
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void GL_Upload8 (const byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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void GL_Upload8_EXT (const byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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int GL_LoadTexture (const char *identifier, int width, int height, const byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel);
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int GL_FindTexture (const char *identifier);
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void GL_TextureMode_f (void);
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void GDT_Init (void);
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#endif // __gl_textures_h
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