+#include "quakedef.h"
+#include "image.h"
+#include "jpeg.h"
+#include "image_png.h"
+
+cvar_t gl_max_size = {CVAR_SAVE, "gl_max_size", "2048", "maximum allowed texture size, can be used to reduce video memory usage, note: this is automatically reduced to match video card capabilities (such as 256 on 3Dfx cards before Voodoo4/5)"};
+cvar_t gl_picmip = {CVAR_SAVE, "gl_picmip", "0", "reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%"};
+cvar_t r_lerpimages = {CVAR_SAVE, "r_lerpimages", "1", "bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)"};
+cvar_t r_precachetextures = {CVAR_SAVE, "r_precachetextures", "1", "0 = never upload textures until used, 1 = upload most textures before use (exceptions: rarely used skin colormap layers), 2 = upload all textures before use (can increase texture memory usage significantly)"};
+cvar_t gl_texture_anisotropy = {CVAR_SAVE, "gl_texture_anisotropy", "1", "anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values"};
+cvar_t gl_texturecompression = {CVAR_SAVE, "gl_texturecompression", "0", "whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup"};
+cvar_t gl_texturecompression_color = {CVAR_SAVE, "gl_texturecompression_color", "1", "whether to compress colormap (diffuse) textures"};
+cvar_t gl_texturecompression_normal = {CVAR_SAVE, "gl_texturecompression_normal", "1", "whether to compress normalmap (normalmap) textures"};
+cvar_t gl_texturecompression_gloss = {CVAR_SAVE, "gl_texturecompression_gloss", "1", "whether to compress glossmap (specular) textures"};
+cvar_t gl_texturecompression_glow = {CVAR_SAVE, "gl_texturecompression_glow", "1", "whether to compress glowmap (luma) textures"};
+cvar_t gl_texturecompression_2d = {CVAR_SAVE, "gl_texturecompression_2d", "1", "whether to compress 2d (hud/menu) textures other than the font"};
+cvar_t gl_texturecompression_q3bsplightmaps = {CVAR_SAVE, "gl_texturecompression_q3bsplightmaps", "1", "whether to compress lightmaps in q3bsp format levels"};
+cvar_t gl_texturecompression_q3bspdeluxemaps = {CVAR_SAVE, "gl_texturecompression_q3bspdeluxemaps", "1", "whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)"};
+cvar_t gl_texturecompression_sky = {CVAR_SAVE, "gl_texturecompression_sky", "0", "whether to compress sky textures"};
+cvar_t gl_texturecompression_lightcubemaps = {CVAR_SAVE, "gl_texturecompression_lightcubemaps", "1", "whether to compress light cubemaps (spotlights and other light projection images)"};
+
+int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
+int gl_filter_mag = GL_LINEAR;
+
+
+static mempool_t *texturemempool;
+
+// note: this must not conflict with TEXF_ flags in r_textures.h
+// cleared when a texture is uploaded
+#define GLTEXF_UPLOAD 0x00010000
+// bitmask for mismatch checking
+#define GLTEXF_IMPORTANTBITS (0)
+// set when image is uploaded and freed
+#define GLTEXF_DESTROYED 0x00040000
+
+typedef struct textypeinfo_s
+{
+ int textype;
+ int inputbytesperpixel;
+ int internalbytesperpixel;
+ float glinternalbytesperpixel;
+ int glformat;
+ int glinternalformat;
+}
+textypeinfo_t;
+
+static textypeinfo_t textype_palette = {TEXTYPE_PALETTE, 1, 4, 4.0f, GL_RGBA , 3};
+static textypeinfo_t textype_rgb = {TEXTYPE_RGB , 3, 3, 4.0f, GL_RGB , 3};
+static textypeinfo_t textype_rgba = {TEXTYPE_RGBA , 4, 4, 4.0f, GL_RGBA , 3};
+static textypeinfo_t textype_palette_alpha = {TEXTYPE_PALETTE, 1, 4, 4.0f, GL_RGBA , 4};
+static textypeinfo_t textype_rgba_alpha = {TEXTYPE_RGBA , 4, 4, 4.0f, GL_RGBA , 4};
+static textypeinfo_t textype_palette_compress = {TEXTYPE_PALETTE, 1, 4, 0.5f, GL_RGBA , GL_COMPRESSED_RGB_ARB};
+static textypeinfo_t textype_rgb_compress = {TEXTYPE_RGB , 3, 3, 0.5f, GL_RGB , GL_COMPRESSED_RGB_ARB};
+static textypeinfo_t textype_rgba_compress = {TEXTYPE_RGBA , 4, 4, 0.5f, GL_RGBA , GL_COMPRESSED_RGB_ARB};
+static textypeinfo_t textype_palette_alpha_compress = {TEXTYPE_PALETTE, 1, 4, 1.0f, GL_RGBA , GL_COMPRESSED_RGBA_ARB};
+static textypeinfo_t textype_rgba_alpha_compress = {TEXTYPE_RGBA , 4, 4, 1.0f, GL_RGBA , GL_COMPRESSED_RGBA_ARB};
+
+#define GLTEXTURETYPE_1D 0
+#define GLTEXTURETYPE_2D 1
+#define GLTEXTURETYPE_3D 2
+#define GLTEXTURETYPE_CUBEMAP 3
+
+static int gltexturetypeenums[4] = {GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARB};
+static int gltexturetypebindingenums[4] = {GL_TEXTURE_BINDING_1D, GL_TEXTURE_BINDING_2D, GL_TEXTURE_BINDING_3D, GL_TEXTURE_BINDING_CUBE_MAP_ARB};
+static int gltexturetypedimensions[4] = {1, 2, 3, 2};
+static int cubemapside[6] =
+{
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
+};