hedgewars/uConsts.pas
changeset 3537 8f5b3108f29c
parent 3532 04e2fea3e83a
child 3558 86a4437e614b
equal deleted inserted replaced
3536:7d99655130ff 3537:8f5b3108f29c
   169         end;
   169         end;
   170 
   170 
   171     PTexture = ^TTexture;
   171     PTexture = ^TTexture;
   172     TTexture = record
   172     TTexture = record
   173             id: GLuint;
   173             id: GLuint;
   174             w, h: LongInt;
   174             w, h, scale: LongInt;
   175             rx, ry: GLfloat;
   175             rx, ry: GLfloat;
   176             priority: GLfloat;
   176             priority: GLfloat;
   177             vb, tb: array [0..3] of TVertex2f;
   177             vb, tb: array [0..3] of TVertex2f;
   178             PrevTexture, NextTexture: PTexture;
   178             PrevTexture, NextTexture: PTexture;
   179             end;
   179             end;
   218     ifNone        = $00000000;  // nothing special
   218     ifNone        = $00000000;  // nothing special
   219     ifAlpha       = $00000001;  // use alpha channel (unused right now?)
   219     ifAlpha       = $00000001;  // use alpha channel (unused right now?)
   220     ifCritical    = $00000002;  // image is critical for gameplay (exit game if unable to load)
   220     ifCritical    = $00000002;  // image is critical for gameplay (exit game if unable to load)
   221     ifTransparent = $00000004;  // image uses transparent pixels (color keying)
   221     ifTransparent = $00000004;  // image uses transparent pixels (color keying)
   222     ifIgnoreCaps  = $00000008;  // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL)
   222     ifIgnoreCaps  = $00000008;  // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL)
   223     ifLowRes      = $00000010;  // try loading a low resolution image when it is critical
       
   224 
   223 
   225     // texture priority (allows OpenGL to keep frequently used textures in video memory more easily)
   224     // texture priority (allows OpenGL to keep frequently used textures in video memory more easily)
   226     tpLowest     = 0.00;
   225     tpLowest     = 0.00;
   227     tpLow         = 0.25;
   226     tpLow         = 0.25;
   228     tpMedium      = 0.50;
   227     tpMedium      = 0.50;