//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef MACRO_TEXTURE_H #define MACRO_TEXTURE_H #ifdef _WIN32 #pragma once #endif #include "mathlib/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