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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /utils/vrad/macro_texture.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'utils/vrad/macro_texture.h')
| -rw-r--r-- | utils/vrad/macro_texture.h | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/utils/vrad/macro_texture.h b/utils/vrad/macro_texture.h new file mode 100644 index 0000000..bfae258 --- /dev/null +++ b/utils/vrad/macro_texture.h @@ -0,0 +1,24 @@ +//========= 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 |