mirror of
https://git.code.sf.net/p/quake/quakeforge
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a4f3973ef1
support for BSP models, until they can be fixed. gl_multitexture should now actually be a speedup! NOTE: Some OpenGL implementations have trouble with the texture function used. 3Dfx Voodoo 1/2 are known to have this trouble. I don't know how to fix this, or even if it can be fixed. :/
49 lines
1.4 KiB
C
49 lines
1.4 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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$Id$
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*/
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#ifndef __QF_GL_vid_h
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#define __QF_GL_vid_h
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#include "QF/qtypes.h"
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#include "QF/GL/types.h"
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#include "QF/GL/extensions.h"
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// Multitexturing
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extern QF_glActiveTextureARB qglActiveTexture;
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extern QF_glMultiTexCoord2fARB qglMultiTexCoord2f;
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extern QF_glMultiTexCoord2fvARB qglMultiTexCoord2fv;
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extern qboolean gl_mtex_active;
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extern qboolean gl_mtex_capable;
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extern GLenum gl_mtex_enum;
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extern float gldepthmin, gldepthmax;
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extern int texture_extension_number;
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void GL_EndRendering (void);
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void GL_BeginRendering (int *x, int *y, int *width, int *height);
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#endif // __QF_GL_vid_h
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