The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
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q3radiant/Textures.h
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q3radiant/Textures.h
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//--typedef struct texdef_s
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//--{
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//-- char name[32];
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//-- float shift[2];
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//-- float rotate;
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//-- float scale[2];
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//-- int contents;
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//-- int flags;
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//-- int value;
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//--} texdef_t;
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//--
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//--typedef struct
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//--{
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//-- int width, height;
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//-- int originy;
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//-- texdef_t texdef;
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//-- int m_nTotalHeight;
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//--} texturewin_t;
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//--
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//--#define QER_TRANS 0x00000001
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//--#define QER_NOCARVE 0x00000002
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//--
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//--typedef struct qtexture_s
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//--{
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//-- struct qtexture_s *next;
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//-- char name[64]; // includes partial directory and extension
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//-- int width, height;
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//-- int contents;
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//-- int flags;
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//-- int value;
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//-- int texture_number; // gl bind number
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//--
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//-- char shadername[1024]; // old shader stuff
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//-- qboolean bFromShader; // created from a shader
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//-- float fTrans; // amount of transparency
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//-- int nShaderFlags; // qer_ shader flags
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//-- vec3_t color; // for flat shade mode
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//-- qboolean inuse; // true = is present on the level
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//--} qtexture_t;
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//--
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// a texturename of the form (0 0 0) will
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// create a solid color texture
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void Texture_Init (bool bHardInit = true);
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void Texture_FlushUnused ();
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void Texture_Flush (bool bReload = false);
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void Texture_ClearInuse (void);
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void Texture_ShowInuse (void);
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void Texture_ShowDirectory (int menunum, bool bLinked = false);
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void Texture_ShowAll();
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void Texture_Cleanup(CStringList *pList = NULL);
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// TTimo: added bNoAlpha flag to ignore alpha channel when parsing a .TGA file, transparency is usually achieved through qer_trans keyword in shaders
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// in some cases loading an empty alpha channel causes display bugs (brushes not seen)
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qtexture_t *Texture_ForName (const char *name, bool bReplace = false, bool bShader = false, bool bNoAlpha = false, bool bReload = false, bool makeShader = true);
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void Texture_Init (void);
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// Timo
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// added an optional IPluginTexdef when one is available
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// we need a forward declaration, this is crap
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class IPluginTexdef;
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void Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, IPluginTexdef *pTexdef = NULL, bool bSetSelection = true);
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void Texture_SetMode(int iMenu); // GL_TEXTURE_NEAREST, etc..
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void Texture_ResetPosition();
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void FreeShaders();
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void LoadShaders();
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void ReloadShaders();
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int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight);
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void Texture_LoadFromPlugIn(LPVOID vp);
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void Texture_StartPos (void);
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qtexture_t *Texture_NextPos (int *x, int *y);
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