//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // Define local cl_dll hooks to the renderable textures in material system // //=============================================================================// #ifndef RENDERTARGETS_H #define RENDERTARGETS_H ITexture *GetPowerOfTwoFrameBufferTexture( void ); ITexture *GetFullFrameFrameBufferTexture( int textureIndex ); ITexture *GetWaterReflectionTexture( void ); ITexture *GetWaterRefractionTexture( void ); ITexture *GetFullscreenTexture( void ); ITexture *GetCameraTexture( void ); ITexture *GetFullFrameDepthTexture( void ); // SmallBufferHDRx=r16g16b16a16 quarter-sized texture ITexture *GetSmallBufferHDR0( void ); ITexture *GetSmallBufferHDR1( void ); ITexture *GetSmallBuffer0( void ); // quarter-sized texture, same fmt as screen ITexture *GetSmallBuffer1( void ); // quarter-sized texture, same fmt as screen #define MAX_TEENY_TEXTURES 3 ITexture *GetTeenyTexture(int which); // tiny 32x32 texture, always 8888 void ReleaseRenderTargets( void ); #endif // RENDERTARGETS_H