#ifndef RENDER_TEXTURE_H #define RENDER_TEXTURE_H /* 8-bit data textures: single channel (the meadow wear map) and RGBA (the wet ground). */ #include "core/gl.h" GLuint Texture_createR8(int width, int height); void Texture_updateR8(GLuint texture, int width, int height, const unsigned char *data); /* RGBA, starts all zero; updated a rectangle at a time. */ GLuint Texture_createRGBA8(int width, int height); void Texture_updateRGBA8(GLuint texture, int x, int y, int width, int height, const unsigned char *data); void Texture_destroy(GLuint *texture); #endif /* RENDER_TEXTURE_H */