#define SEGMENTS_PER_TEXTURE 64 #define ONE_SEGMENT (1.0f / SEGMENTS_PER_TEXTURE) #define LANES_PER_TEXTURE 8 #define LANE_SIZE (1.0f / LANES_PER_TEXTURE) #define LANE_PIXELS (_size / LANES_PER_TEXTURE) #define TRIM_RESOLUTION 256 #define TRIM_ROWS 4 #define TRIM_SIZE (1.0f / TRIM_ROWS) #define TRIM_PIXELS (TRIM_RESOLUTION / TRIM_ROWS) #define LOGO_RESOLUTION 512 #define LOGO_ROWS 16 #define LOGO_SIZE (1.0f / LOGO_ROWS) #define LOGO_PIXELS (LOGO_RESOLUTION / LOGO_ROWS) enum { TEXTURE_LIGHT, TEXTURE_SOFT_CIRCLE, TEXTURE_SKY, TEXTURE_LOGOS, TEXTURE_TRIM, TEXTURE_BLOOM, TEXTURE_HEADLIGHT, TEXTURE_LATTICE, TEXTURE_BUILDING1, TEXTURE_BUILDING2, TEXTURE_BUILDING3, TEXTURE_BUILDING4, TEXTURE_BUILDING5, TEXTURE_BUILDING6, TEXTURE_BUILDING7, TEXTURE_BUILDING8, TEXTURE_BUILDING9, TEXTURE_COUNT, }; #define BUILDING_COUNT ((TEXTURE_BUILDING9 - TEXTURE_BUILDING1) + 1) unsigned TextureFromName (char* name); unsigned TextureId (int id); void TextureInit (void); void TextureTerm (void); unsigned TextureRandomBuilding (int index); bool TextureReady (); void TextureReset (void); void TextureUpdate (void);