@ -1910,7 +1910,7 @@ static void GL_CreateInternalTextures( void )
@@ -1910,7 +1910,7 @@ static void GL_CreateInternalTextures( void )
}
}
tr . defaultTexture = GL_LoadTextureInternal ( " *default " , pic , TF_COLORMAP ) ;
tr . defaultTexture = GL_LoadTextureInternal ( REF_DEFAULT_TEXTURE , pic , TF_COLORMAP ) ;
// particle texture from quake1
pic = GL_FakeImage ( 16 , 16 , 1 , IMAGE_HAS_COLOR | IMAGE_HAS_ALPHA ) ;
@ -1934,19 +1934,19 @@ static void GL_CreateInternalTextures( void )
@@ -1934,19 +1934,19 @@ static void GL_CreateInternalTextures( void )
pic = GL_FakeImage ( 4 , 4 , 1 , IMAGE_HAS_COLOR ) ;
for ( x = 0 ; x < 16 ; x + + )
( ( uint * ) pic - > buffer ) [ x ] = 0xFFFFFFFF ;
tr . whiteTexture = GL_LoadTextureInternal ( " *white " , pic , TF_COLORMAP ) ;
tr . whiteTexture = GL_LoadTextureInternal ( REF_WHITE_TEXTURE , pic , TF_COLORMAP ) ;
// gray texture
pic = GL_FakeImage ( 4 , 4 , 1 , IMAGE_HAS_COLOR ) ;
for ( x = 0 ; x < 16 ; x + + )
( ( uint * ) pic - > buffer ) [ x ] = 0xFF7F7F7F ;
tr . grayTexture = GL_LoadTextureInternal ( " *gray " , pic , TF_COLORMAP ) ;
tr . grayTexture = GL_LoadTextureInternal ( REF_GRAY_TEXTURE , pic , TF_COLORMAP ) ;
// black texture
pic = GL_FakeImage ( 4 , 4 , 1 , IMAGE_HAS_COLOR ) ;
for ( x = 0 ; x < 16 ; x + + )
( ( uint * ) pic - > buffer ) [ x ] = 0xFF000000 ;
tr . blackTexture = GL_LoadTextureInternal ( " *black " , pic , TF_COLORMAP ) ;
tr . blackTexture = GL_LoadTextureInternal ( REF_BLACK_TEXTURE , pic , TF_COLORMAP ) ;
// cinematic dummy
pic = GL_FakeImage ( 640 , 100 , 1 , IMAGE_HAS_COLOR ) ;