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Textures.h
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 
29 // a texturename of the form (0 0 0) will
30 // create a solid color texture
31 
32 void Texture_Init (bool bHardInit = true);
33 void Texture_FlushUnused ();
34 void Texture_Flush (bool bReload = false);
35 void Texture_ClearInuse (void);
36 void Texture_ShowInuse (void);
37 void Texture_ShowDirectory (int menunum, bool bLinked = false);
38 void Texture_ShowAll();
39 void Texture_HideAll();
40 void Texture_Cleanup(CStringList *pList = NULL);
41 
42 // TTimo: added bNoAlpha flag to ignore alpha channel when parsing a .TGA file, transparency is usually achieved through qer_trans keyword in shaders
43 // in some cases loading an empty alpha channel causes display bugs (brushes not seen)
44 //qtexture_t *Texture_ForName (const char *name, bool bReplace = false, bool bShader = false, bool bNoAlpha = false, bool bReload = false, bool makeShader = true);
45 
46 const idMaterial *Texture_ForName(const char *name);
47 
48 void Texture_Init (void);
49 void Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, bool bSetSelection = true);
50 
51 void Texture_SetMode(int iMenu); // GL_TEXTURE_NEAREST, etc..
53 
54 void FreeShaders();
55 void LoadShaders();
56 void ReloadShaders();
57 int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight);
58 void Texture_StartPos (void);
59 qtexture_t *Texture_NextPos (int *x, int *y);
void LoadShaders()
void Texture_SetMode(int iMenu)
Definition: NewTexWnd.cpp:751
void ReloadShaders()
void Texture_FlushUnused()
GLenum GLint GLint y
Definition: glext.h:2849
#define WINAPI
Definition: qgl.h:64
GLenum GLint x
Definition: glext.h:2849
void Texture_ShowInuse(void)
Definition: NewTexWnd.cpp:710
void Texture_ShowAll()
Definition: NewTexWnd.cpp:676
#define NULL
Definition: Lib.h:88
void Texture_ResetPosition()
void Texture_ShowDirectory(int menunum, bool bLinked=false)
const idMaterial * Texture_ForName(const char *name)
Definition: NewTexWnd.cpp:700
const GLcharARB * name
Definition: glext.h:3629
void Texture_Init(bool bHardInit=true)
void Texture_SetTexture(texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale=false, bool bSetSelection=true)
Definition: NewTexWnd.cpp:625
void Texture_Cleanup(CStringList *pList=NULL)
Definition: NewTexWnd.cpp:739
void Texture_HideAll()
Definition: NewTexWnd.cpp:688
void Texture_ClearInuse(void)
Definition: NewTexWnd.cpp:673
void Texture_StartPos(void)
int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight)
void FreeShaders()
qtexture_t * Texture_NextPos(int *x, int *y)
void Texture_Flush(bool bReload=false)