📄 gl_image.h
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#ifndef GL_IMAGE_H
#define GL_IMAGE_H
#pragma once
typedef struct
{
float inverse_intensity;
// qboolean fullscreen;
int prev_mode;
unsigned char *d_16to8table;
int lightmap_textures;
int currenttextures[2];
int currenttmu;
float camera_separation;
qboolean stereo_enabled;
unsigned char originalRedGammaTable[256];
unsigned char originalGreenGammaTable[256];
unsigned char originalBlueGammaTable[256];
} glstate_t;
extern glstate_t gl_state;
typedef struct image_s image_t;
extern image_t *GL_EmptyTexture( void );
extern image_t *GL_LoadImage( const char *name );
extern void GL_Bind( int texnum );
extern unsigned int TextureID_Alloc( void );
extern void TextureID_Free( unsigned int textureId );
extern void TextureID_Bind( unsigned int textureId );
extern int gl_solid_format;
extern int gl_alpha_format;
extern int gl_tex_solid_format;
extern int gl_tex_alpha_format;
extern int gl_filter_min;
extern int gl_filter_max;
#endif // GL_IMAGE_H
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