TEXTYPE_RGBA,
// 32bit BGRA (preferred format due to faster uploads on most hardware)
TEXTYPE_BGRA,
+ // 32bit S8D24 (24bit depth, 8bit stencil unused)
+ TEXTYPE_SHADOWMAP,
}
textype_t;
rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette);
rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette);
rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette);
+rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height);
+rtexture_t *R_LoadTextureShadowMapCube(rtexturepool_t *rtexturepool, const char *identifier, int width);
+rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height);
+rtexture_t *R_LoadTextureCubeProjection(rtexturepool_t *rtexturepool, const char *identifier);
// free a texture
void R_FreeTexture(rtexture_t *rt);