}
}
-void R_Mesh_TexBindAll(unsigned int unitnum, unsigned int tex1d, unsigned int tex2d, unsigned int tex3d, unsigned int texcubemap)
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
}
}
-void R_Mesh_TexBind1D(unsigned int unitnum, unsigned int texnum)
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
}
}
-void R_Mesh_TexBind(unsigned int unitnum, unsigned int texnum)
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
}
}
-void R_Mesh_TexBind3D(unsigned int unitnum, unsigned int texnum)
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
}
}
-void R_Mesh_TexBindCubeMap(unsigned int unitnum, unsigned int texnum)
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
// sets the texcoord array pointer for an array unit
void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord);
// sets all textures bound to an image unit (multiple can be non-zero at once, according to OpenGL rules the highest one overrides the others)
-void R_Mesh_TexBindAll(unsigned int unitnum, unsigned int tex1d, unsigned int tex2d, unsigned int tex3d, unsigned int texcubemap);
+void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap);
// sets these are like TexBindAll with only one of the texture indices non-zero
// (binds one texture type and unbinds all other types)
-void R_Mesh_TexBind1D(unsigned int unitnum, unsigned int texnum);
-void R_Mesh_TexBind(unsigned int unitnum, unsigned int texnum);
-void R_Mesh_TexBind3D(unsigned int unitnum, unsigned int texnum);
-void R_Mesh_TexBindCubeMap(unsigned int unitnum, unsigned int texnum);
+void R_Mesh_TexBind1D(unsigned int unitnum, int texnum);
+void R_Mesh_TexBind(unsigned int unitnum, int texnum);
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum);
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum);
// sets the texcoord matrix for a texenv unit
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix);
// sets the combine state for a texenv unit