// allocated as a fragment in a larger texture, mipmap is not allowed with
// this, mostly used for lightmaps
#define TEXF_FRAGMENT 0x00000010
+// indicates texture coordinates should be clamped rather than wrapping
+#define TEXF_CLAMP 0x00000020
+// indicates texture should be uploaded using GL_NEAREST or GL_NEAREST_MIPMAP_NEAREST mode
+#define TEXF_FORCENEAREST 0x00000040
+// indicates texture should be uploaded using GL_LINEAR or GL_LINEAR_MIPMAP_NEAREST or GL_LINEAR_MIPMAP_LINEAR mode
+#define TEXF_FORCELINEAR 0x00000080
+// indicates texture should be affected by gl_picmip
+#define TEXF_PICMIP 0x00000100
// used for checking if textures mismatch
-#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_FRAGMENT)
+#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_FRAGMENT | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP)
-// 8bit quake paletted
-#define TEXTYPE_QPALETTE 1
+// 8bit paletted
+#define TEXTYPE_PALETTE 1
// 24bit RGB
#define TEXTYPE_RGB 2
// 32bit RGBA
#define TEXTYPE_RGBA 3
+// 16bit DSDT
+#define TEXTYPE_DSDT 4
// contents of this structure are mostly private to gl_textures.c
typedef struct
// add a texture to a pool and optionally precache (upload) it
// (note: data == NULL is perfectly acceptable)
-rtexture_t *R_LoadTexture (rtexturepool_t *rtexturepool, char *identifier, int width, int height, qbyte *data, int textype, int flags);
+// (note: palette must not be NULL if using TEXTYPE_PALETTE)
+rtexture_t *R_LoadTexture1D(rtexturepool_t *rtexturepool, const char *identifier, int width, const qbyte *data, int textype, int flags, const unsigned int *palette);
+rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const qbyte *data, int textype, int flags, const unsigned int *palette);
+rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const qbyte *data, int textype, int flags, const unsigned int *palette);
+rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const qbyte *data, int textype, int flags, const unsigned int *palette);
// free a texture
void R_FreeTexture(rtexture_t *rt);
// location of the fragment in the texture (note: any parameter except rt can
// be NULL)
void R_FragmentLocation(rtexture_t *rt, int *x, int *y, float *fx1, float *fy1, float *fx2, float *fy2);
+void R_FragmentLocation3D(rtexture_t *rt, int *x, int *y, int *z, float *fx1, float *fy1, float *fz1, float *fx2, float *fy2, float *fz2);
// returns the renderer dependent texture slot number (call this before each
// use, as a texture might not have been precached)