// 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)
+#define R_GetTexture(rt) ((rt) ? ((rt)->texnum > 0 ? (rt)->texnum : R_RealGetTexture(rt)) : r_texture_white->texnum)
int R_RealGetTexture (rtexture_t *rt);
// returns true if the texture is transparent (useful for rendering code)
void R_MarkDirtyTexture(rtexture_t *rt);
void R_MakeTextureDynamic(rtexture_t *rt, updatecallback_t updatecallback, void *data);
+// Clear the texture's contents
+void R_ClearTexture (rtexture_t *rt);
+
#endif