mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-23 04:12:06 +00:00
51 lines
2.1 KiB
C++
51 lines
2.1 KiB
C++
/*
|
|
Copyright (C) 1999-2007 id Software, Inc. and contributors.
|
|
For a list of contributors, see the accompanying CONTRIBUTORS file.
|
|
|
|
This file is part of GtkRadiant.
|
|
|
|
GtkRadiant 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.
|
|
|
|
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*/
|
|
|
|
|
|
// a texturename of the form (0 0 0) will
|
|
// create a solid color texture
|
|
|
|
void Texture_Init();
|
|
void Texture_ShowDirectory( int menunum );
|
|
void Texture_ShowDirectory();
|
|
void Texture_ShowAll();
|
|
void WINAPI Texture_ShowInuse();
|
|
extern char texture_directory[];
|
|
|
|
// Timo
|
|
// added an optional IPluginTexdef when one is available
|
|
// we need a forward declaration, this is crap
|
|
class IPluginTexdef;
|
|
//++timo clean
|
|
void Texture_SetTexture2( IShader *pShader, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = NULL, bool bSetSelection = true );
|
|
void WINAPI Texture_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = (IPluginTexdef*)NULL, bool bSetSelection = true );
|
|
|
|
void Texture_SetMode( int iMenu ); // GL_TEXTURE_NEAREST, etc..
|
|
void Texture_ResetPosition();
|
|
|
|
// build the list of shader files used by PreloadShaders
|
|
void BuildShaderList();
|
|
// preload the shaders: build a list of shader names and properties .. don't load their assets
|
|
void PreloadShaders();
|
|
int WINAPI Texture_LoadSkin( char *pName, int *pnWidth, int *pnHeight );
|
|
qtexture_t* Texture_LoadFromPlugIn( void* vp );
|
|
void Texture_StartPos( void );
|
|
IShader* Texture_NextPos( int *x, int *y );
|