#define TEXF_COMPRESS 0x00000200
// use this flag to block R_PurgeTexture from freeing a texture
#define TEXF_PERSISTENT 0x00000400
+// indicates texture should use GL_COMPARE_R_TO_TEXTURE mode
+#define TEXF_COMPARE 0x00000800
+// indicates texture should use lower precision where supported
+#define TEXF_LOWPRECISION 0x00001000
// used for checking if textures mismatch
-#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS)
+#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION)
typedef enum textype_e
{
TEXTYPE_RGBA,
// 32bit BGRA (preferred format due to faster uploads on most hardware)
TEXTYPE_BGRA,
- // 32bit S8D24 (24bit depth, 8bit stencil unused)
+ // 16bit D16 (16bit depth) or 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);
+rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter);
+rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter);
+rtexture_t *R_LoadTextureShadowMapCube(rtexturepool_t *rtexturepool, const char *identifier, int width, int precision, qboolean filter);
// free a texture
void R_FreeTexture(rtexture_t *rt);