@ -852,7 +852,7 @@ void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos
@@ -852,7 +852,7 @@ void R_DecalShoot( int textureIndex, int entityIndex, int modelIndex, vec3_t pos
// Build the vertex list for a decal on a surface and clip it to the surface.
// This is a template so it can work on world surfaces and dynamic displacement
@ -49,7 +49,7 @@ void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int cu
@@ -49,7 +49,7 @@ void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int cu
@ -188,7 +188,7 @@ void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1,
@@ -188,7 +188,7 @@ void R_DrawStretchPicImplementation (int x, int y, int w, int h, int s1, int t1,
@ -285,7 +285,7 @@ This repeats a 64*64 tile graphic to fill the screen around a sized down
@@ -285,7 +285,7 @@ This repeats a 64*64 tile graphic to fill the screen around a sized down
@ -331,7 +331,7 @@ void R_DrawTileClear( int texnum, int x, int y, int w, int h )
@@ -331,7 +331,7 @@ void R_DrawTileClear( int texnum, int x, int y, int w, int h )
@ -351,7 +351,7 @@ void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, c
@@ -351,7 +351,7 @@ void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, c
@ -368,7 +368,7 @@ void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height,
@@ -368,7 +368,7 @@ void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height,
@ -960,7 +960,7 @@ void GL_UpdateTexSize( int texnum, int width, int height, int depth )
@@ -960,7 +960,7 @@ void GL_UpdateTexSize( int texnum, int width, int height, int depth )
@ -1114,7 +1114,7 @@ int GL_CreateTextureArray( const char *name, int width, int height, int depth, c
@@ -1114,7 +1114,7 @@ int GL_CreateTextureArray( const char *name, int width, int height, int depth, c
GL_FindTexture
================
*/
intGL_FindTexture(constchar*name)
intGAME_EXPORTGL_FindTexture(constchar*name)
{
image_t*tex;
@ -1133,7 +1133,7 @@ int GL_FindTexture( const char *name )
@@ -1133,7 +1133,7 @@ int GL_FindTexture( const char *name )
GL_FreeTexture
================
*/
voidGL_FreeTexture(unsignedinttexnum)
voidGAME_EXPORTGL_FreeTexture(unsignedinttexnum)
{
// number 0 it's already freed
if(texnum<=0)
@ -1147,7 +1147,7 @@ void GL_FreeTexture( unsigned int texnum )
@@ -1147,7 +1147,7 @@ void GL_FreeTexture( unsigned int texnum )