TEXTYPE_SHADOWMAP,
// 8bit ALPHA (used for freetype fonts)
TEXTYPE_ALPHA,
+ // 4x4 block compressed 15bit color (4 bits per pixel)
+ TEXTYPE_DXT1,
+ // 4x4 block compressed 15bit color plus 1bit alpha (4 bits per pixel)
+ TEXTYPE_DXT1A,
+ // 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
+ TEXTYPE_DXT3,
+ // 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
+ TEXTYPE_DXT5,
+ // this represents the same format as the framebuffer, for fast copies
+ TEXTYPE_COLORBUFFER,
}
textype_t;
extern cvar_t gl_texturecompression_q3bspdeluxemaps;
extern cvar_t gl_texturecompression_sky;
extern cvar_t gl_texturecompression_lightcubemaps;
+extern cvar_t gl_texturecompression_reflectmask;
// add a texture to a pool and optionally precache (upload) it
// (note: data == NULL is perfectly acceptable)
rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter);
rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter);
rtexture_t *R_LoadTextureShadowMapCube(rtexturepool_t *rtexturepool, const char *identifier, int width, int precision, qboolean filter);
+rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, int flags, qboolean *hasalphaflag, float *avgcolor);
+
+// saves a texture to a DDS file
+int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qboolean skipuncompressed);
// free a texture
void R_FreeTexture(rtexture_t *rt);