#define TEXF_PRECACHE 0x00000004
// upload immediately, never defer (ignore r_textureprecache)
#define TEXF_ALWAYSPRECACHE 0x00000008
-// allocated as a fragment in a larger texture, mipmap is not allowed with
-// this, mostly used for lightmaps
-#define TEXF_FRAGMENT 0x00000010
// indicates texture coordinates should be clamped rather than wrapping
#define TEXF_CLAMP 0x00000020
// indicates texture should be uploaded using GL_NEAREST or GL_NEAREST_MIPMAP_NEAREST mode
#define TEXF_FORCELINEAR 0x00000080
// indicates texture should be affected by gl_picmip and gl_max_size cvar
#define TEXF_PICMIP 0x00000100
+// indicates texture should be compressed if possible
+#define TEXF_COMPRESS 0x00000200
// used for checking if textures mismatch
-#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_FRAGMENT | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP)
+#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS)
// 8bit paletted
#define TEXTYPE_PALETTE 1
-// 24bit RGB
-#define TEXTYPE_RGB 2
// 32bit RGBA
#define TEXTYPE_RGBA 3
-// 16bit DSDT
-#define TEXTYPE_DSDT 4
// contents of this structure are mostly private to gl_textures.c
typedef struct rtexture_s
}
rtexturepool_t;
+typedef void (*updatecallback_t)(rtexture_t *rt, void *data);
+
// allocate a texture pool, to be used with R_LoadTexture
rtexturepool_t *R_AllocTexturePool(void);
// free a texture pool (textures can not be freed individually)
void R_FreeTexturePool(rtexturepool_t **rtexturepool);
+// the color/normal/etc cvars should be checked by callers of R_LoadTexture* functions to decide whether to add TEXF_COMPRESS to the flags
+extern cvar_t gl_texturecompression;
+extern cvar_t gl_texturecompression_color;
+extern cvar_t gl_texturecompression_normal;
+extern cvar_t gl_texturecompression_gloss;
+extern cvar_t gl_texturecompression_glow;
+extern cvar_t gl_texturecompression_2d;
+extern cvar_t gl_texturecompression_q3bsplightmaps;
+extern cvar_t gl_texturecompression_q3bspdeluxemaps;
+extern cvar_t gl_texturecompression_sky;
+extern cvar_t gl_texturecompression_lightcubemaps;
+
// 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)
// and procedural textures such as video playback.
void R_UpdateTexture(rtexture_t *rt, unsigned char *data, int x, int y, int width, int height);
-// location of the fragment in the texture (note: any parameter except rt can
-// be NULL)
-void R_FragmentLocation(rtexture_t *rt, int *x, int *y, float *fx1, float *fy1, float *fx2, float *fy2);
-void R_FragmentLocation3D(rtexture_t *rt, int *x, int *y, int *z, float *fx1, float *fy1, float *fz1, float *fx2, float *fy2, float *fz2);
-
// returns the renderer dependent texture slot number (call this before each
// use, as a texture might not have been precached)
#define R_GetTexture(rt) ((rt) ? ((rt)->texnum >= 0 ? (rt)->texnum : R_RealGetTexture(rt)) : r_texture_white->texnum)
// 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);
+
#endif