equal
deleted
inserted
replaced
169 end; |
169 end; |
170 |
170 |
171 PTexture = ^TTexture; |
171 PTexture = ^TTexture; |
172 TTexture = record |
172 TTexture = record |
173 id: GLuint; |
173 id: GLuint; |
174 w, h: LongInt; |
174 w, h, scale: LongInt; |
175 rx, ry: GLfloat; |
175 rx, ry: GLfloat; |
176 priority: GLfloat; |
176 priority: GLfloat; |
177 vb, tb: array [0..3] of TVertex2f; |
177 vb, tb: array [0..3] of TVertex2f; |
178 PrevTexture, NextTexture: PTexture; |
178 PrevTexture, NextTexture: PTexture; |
179 end; |
179 end; |
218 ifNone = $00000000; // nothing special |
218 ifNone = $00000000; // nothing special |
219 ifAlpha = $00000001; // use alpha channel (unused right now?) |
219 ifAlpha = $00000001; // use alpha channel (unused right now?) |
220 ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
220 ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
221 ifTransparent = $00000004; // image uses transparent pixels (color keying) |
221 ifTransparent = $00000004; // image uses transparent pixels (color keying) |
222 ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
222 ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
223 ifLowRes = $00000010; // try loading a low resolution image when it is critical |
|
224 |
223 |
225 // texture priority (allows OpenGL to keep frequently used textures in video memory more easily) |
224 // texture priority (allows OpenGL to keep frequently used textures in video memory more easily) |
226 tpLowest = 0.00; |
225 tpLowest = 0.00; |
227 tpLow = 0.25; |
226 tpLow = 0.25; |
228 tpMedium = 0.50; |
227 tpMedium = 0.50; |