/* 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. 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. 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(); extern char texture_directory[]; // Timo // added an optional IPluginTexdef when one is available // 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_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);