// these two functions add a texture to a pool, and may precache (upload) it
// a normal static texture
-rtexture_t *R_LoadTexture (rtexturepool_t *rtexturepool, char *identifier, int width, int height, byte *data, int textype, int flags);
+rtexture_t *R_LoadTexture (rtexturepool_t *rtexturepool, char *identifier, int width, int height, qbyte *data, int textype, int flags);
// a procedurally generated texture, often animated over time, note: generate can be NULL (for odd uses)
-rtexture_t *R_ProceduralTexture (rtexturepool_t *rtexturepool, char *identifier, int width, int height, int textype, int flags, int (*generate)(byte *buffer, int width, int height, void *parameterdata, int parameterdatasize), void *parameterdata, int parameterdatasize);
+rtexture_t *R_ProceduralTexture (rtexturepool_t *rtexturepool, char *identifier, int width, int height, int textype, int flags, int (*generate)(qbyte *buffer, int width, int height, void *parameterdata, int parameterdatasize), void *parameterdata, int parameterdatasize);
// update the image data of a texture, used by lightmap updates and procedural
// textures.
-void R_UpdateTexture(rtexture_t *rt, byte *data);
+void R_UpdateTexture(rtexture_t *rt, qbyte *data);
// location of the fragment in the texture (note: any parameter except rt can be NULL)
-void R_GetFragmentLocation(rtexture_t *rt, int *x, int *y, float *fx1, float *fy1, float *fx2, float *fy2);
+void R_FragmentLocation(rtexture_t *rt, int *x, int *y, float *fx1, float *fy1, float *fx2, float *fy2);
// returns the renderer dependent texture slot number (call this before each use, as a texture might not have been precached, or it might change over time if it is procedural)
int R_GetTexture (rtexture_t *rt);