#define TEXF_PICMIP 0x00000100
// indicates texture should be compressed if possible
#define TEXF_COMPRESS 0x00000200
+// use this flag to block R_PurgeTexture from freeing a texture
+#define TEXF_PERSISTENT 0x00000400
// used for checking if textures mismatch
#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS)
-// 8bit paletted
-#define TEXTYPE_PALETTE 1
-// 32bit RGBA
-#define TEXTYPE_RGBA 3
+typedef enum textype_e
+{
+ // 8bit paletted
+ TEXTYPE_PALETTE,
+ // 32bit RGBA
+ TEXTYPE_RGBA,
+ // 32bit BGRA (preferred format due to faster uploads on most hardware)
+ TEXTYPE_BGRA,
+}
+textype_t;
// contents of this structure are mostly private to gl_textures.c
typedef struct rtexture_s
// add a texture to a pool and optionally precache (upload) it
// (note: data == NULL is perfectly acceptable)
// (note: palette must not be NULL if using TEXTYPE_PALETTE)
-rtexture_t *R_LoadTexture1D(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, int textype, int flags, const unsigned int *palette);
-rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, int 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, int textype, int flags, const unsigned int *palette);
-rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, int textype, int flags, const unsigned int *palette);
+rtexture_t *R_LoadTexture1D(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette);
+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);
// free a texture
void R_FreeTexture(rtexture_t *rt);
// update a portion of the image data of a texture, used by lightmap updates
// and procedural textures such as video playback.
-void R_UpdateTexture(rtexture_t *rt, unsigned char *data, int x, int y, int width, int height);
+void R_UpdateTexture(rtexture_t *rt, const unsigned char *data, int x, int y, int width, int height);
// returns the renderer dependent texture slot number (call this before each
// use, as a texture might not have been precached)
// returns height of texture, as was specified when it was uploaded
int R_TextureHeight(rtexture_t *rt);
+// only frees the texture if TEXF_PERSISTENT is not set
+// also resets the variable
+void R_PurgeTexture(rtexture_t *prt);
+
// frees processing buffers each frame, and may someday animate procedural textures
void R_Textures_Frame(void);
// maybe rename this - sounds awful? [11/21/2007 Black]
void R_MarkDirtyTexture(rtexture_t *rt);
-void R_MakeTextureDynamic(rtexture_t *rt, updatecallback_t updatecallback, void *data);
+void R_MakeTextureDynamic(rtexture_t *rt, updatecallback_t updatecallback, void *data);
+
+// Clear the texture's contents
+void R_ClearTexture (rtexture_t *rt);
#endif