// Filename:- textures.h // #ifndef TEXTURES_H #define TEXTURES_H typedef struct { char sName[MAX_QPATH]; // game-relative path (without extension) char sExt[20]; // ".tga" etc (extra space for stuff like ".shader" maybe?) bool bIsDefault; // false in all but one cases byte *pPixels; // actual texture bitmap int iWidth, iHeight; // size of TextureData GLuint gluiBind; // id the texture is actually bound to (may be zero if file was missing) GLuint gluiDesiredBind; // id the texture would be bound to if present (used for refresh purposes) int iUsageCount; FILETIME ft; bool bFTValid; } Texture_t; void Texture_SetFilter(void); void TextureList_SetFilter(void); void TextureList_OnceOnlyInit(void); void TextureList_DeleteAll(void); int TextureList_GetMip(void); void TextureList_ReMip(int iMIPLevel); void TextureList_Refresh(void); TextureHandle_t TextureHandle_ForName(LPCSTR psLocalTexturePath); GLuint Texture_GetGLBind( TextureHandle_t thHandle); Texture_t *Texture_GetTextureData( TextureHandle_t thHandle ); int Texture_Load( LPCSTR psLocalTexturePath, bool bInhibitStatus = false ); void FakeCvars_Shutdown(void); void FakeCvars_OnceOnlyInit(void); void OnceOnly_GLVarsInit(void); #endif // #ifndef TEXTURES_H //////////////////// eof //////////////////