GL_SetupTextureState();
}
-void GL_ActiveTexture(int num)
+void GL_ActiveTexture(unsigned int num)
{
if (gl_state.unit != num)
{
}
}
-void GL_ClientActiveTexture(int num)
+void GL_ClientActiveTexture(unsigned int num)
{
if (gl_state.clientunit != num)
{
void GL_ShowTrisColor(float cr, float cg, float cb, float ca);
void GL_TransformToScreen(const vec4_t in, vec4_t out);
void GL_LockArrays(int first, int count);
-void GL_ActiveTexture(int num);
-void GL_ClientActiveTexture(int num);
+void GL_ActiveTexture(unsigned int num);
+void GL_ClientActiveTexture(unsigned int num);
void GL_Scissor(int x, int y, int width, int height); // AK for DRAWQUEUE_SETCLIP
void GL_ScissorTest(int state); // AK for DRAWQUEUE_(RE)SETCLIP
void GL_Clear(int mask);