/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
// a texturename of the form (0 0 0) will
// create a solid color texture
void Texture_Init();
-void Texture_ShowDirectory (int menunum);
-void Texture_ShowDirectory ();
-void Texture_ShowAll();
-void WINAPI Texture_ShowInuse();
+void Texture_ShowDirectory( int menunum );
+void Texture_ShowDirectory();
+void Texture_ShowAll();
+void WINAPI Texture_ShowInuse();
extern char texture_directory[];
// Timo
// we need a forward declaration, this is crap
class IPluginTexdef;
//++timo clean
-void Texture_SetTexture2 (IShader *pShader, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = NULL, bool bSetSelection = true);
-void WINAPI Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = (IPluginTexdef*)NULL, bool bSetSelection = true);
+void Texture_SetTexture2( IShader *pShader, texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = NULL, bool bSetSelection = true );
+void WINAPI Texture_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = (IPluginTexdef*)NULL, bool bSetSelection = true );
-void Texture_SetMode(int iMenu); // GL_TEXTURE_NEAREST, etc..
+void Texture_SetMode( int iMenu ); // GL_TEXTURE_NEAREST, etc..
void Texture_ResetPosition();
// build the list of shader files used by PreloadShaders
void BuildShaderList();
// preload the shaders: build a list of shader names and properties .. don't load their assets
void PreloadShaders();
-int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight);
-qtexture_t* Texture_LoadFromPlugIn(void* vp);
-void Texture_StartPos (void);
-IShader* Texture_NextPos (int *x, int *y);
-
+int WINAPI Texture_LoadSkin( char *pName, int *pnWidth, int *pnHeight );
+qtexture_t* Texture_LoadFromPlugIn( void* vp );
+void Texture_StartPos( void );
+IShader* Texture_NextPos( int *x, int *y );