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2020-08-04 13:13:01 -04:00

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//========= 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