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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /utils/vrad/macro_texture.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'utils/vrad/macro_texture.h')
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diff --git a/utils/vrad/macro_texture.h b/utils/vrad/macro_texture.h
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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