//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef MACRO_TEXTURE_H #define MACRO_TEXTURE_H #ifdef _WIN32 #pragma once #endif #include "vector.h" // The macro texture looks for a TGA file with the same name as the BSP file and in // the same directory. If it finds one, it maps this texture onto the world dimensions // (in the worldspawn entity) and masks all lightmaps with it. void InitMacroTexture( const char *pBSPFilename ); void ApplyMacroTextures( int iFace, const Vector &vWorldPos, Vector &outLuxel ); #endif // MACRO_TEXTURE_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |