GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglCompressedTexSubImage2DARB(target, level, xoffset, yoffset, width, height, format, imageSize, data); }
/* ** GL_BindToTMU */ void GL_BindToTMU( image_t *image, int tmu ) { GLuint texture = (tmu == TB_COLORMAP) ? tr.defaultImage->texnum : 0; GLenum target = GL_TEXTURE_2D; if (image) { if (image->flags & IMGFLAG_CUBEMAP) target = GL_TEXTURE_CUBE_MAP; image->frameUsed = tr.frameCount; texture = image->texnum; } else { ri.Printf(PRINT_WARNING, "GL_BindToTMU: NULL image\n"); } GL_BindMultiTexture(GL_TEXTURE0_ARB + tmu, target, texture); }
GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglTexParameteri(target, pname, param); }
GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglGenerateMipmapEXT(target); }
GLvoid APIENTRY GLDSA_CompressedTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglCompressedTexImage2DARB(target, level, internalformat, width, height, border, imageSize, data); }
GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border); }
GLvoid APIENTRY GLDSA_TextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); }
GLvoid APIENTRY GLDSA_TextureImage2D(GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); }