Index: texture.h
===================================================================
--- texture.h	(revision 0)
+++ texture.h	(revision 1)
@@ -0,0 +1,83 @@
+#ifndef _TEXTURE_H
+#define _TEXTURE_H
+/*=
+Textures
+1200
+**/
+
+// Introduction
+/**
+For now, Raydium only handles TGA uncompressed texture.
+As explainded in the first part of this guide, Raydium provides three 
+texture filters (none, bilinear, trilinear using MipMaps ).
+
+Texture sizes must be a power of two, 8 (alpha mask), 24 (RGB) or 32 (RGBA) bits.
+
+Raydium now supports materials with a simple "rgb(r,g,b)" string 
+as texture name, where r, g and b are 0 <= x <= 1 (floats).
+Texture clamping and multitexturing are supported by Raydium, but not
+documented here for now. If you're interested, have a look to source code, or
+take a look to the Wiki.
+
+Tips: "BOX_", ";", "|".
+**/
+
+
+extern char raydium_texture_size_is_correct (GLuint size);
+/**
+Returns true if ##size## is a correct texture size, depending of
+hardware capacities and "power of 2" constraint.
+**/
+
+extern GLuint raydium_texture_load_internal (char *filename, char *as);
+/**
+Internal use.
+**/
+
+extern GLuint raydium_texture_load (char *filename);
+/**
+Loads "filename" texture into hardware memory. Function results 
+texture index, but in most cases, you can identify later a texture 
+by his name, without providing his index, so you can probably ignore 
+this value.
+
+0 is returned if texture loading have failed.
+**/
+
+extern GLuint raydium_texture_load_erase (char *filename, GLuint to_replace);
+/**
+Same as above, but ##to_replace## texture (index) is erased with ##filename##.
+**/
+
+extern char raydium_texture_current_set (GLuint current);
+/**
+Switch active texture to "current" index. Mostly used for runtime object 
+creation:
+"set current texture, add vertices, set another texture, 
+add vertices, ... and save all to an objet" 
+(see below for vertices management).
+**/
+
+extern char raydium_texture_current_set_name (char *name);
+/**
+Same as above, but using texture name. This function will load ##name## 
+if not alread done.
+**/
+
+extern GLuint raydium_texture_find_by_name (char *name);
+/**
+Returns index for texture "name", and load it if not already done.
+**/
+
+extern void raydium_texture_filter_change (GLuint filter);
+/**
+
+This function will change all filters at anytime.
+Please note that this function will reload all textures and can be very slow.
+
+%%(c)
+// will switch all textures to bilinear filter.
+raydium_texture_filter_change(RAYDIUM_TEXTURE_FILTER_BILINEAR)%%
+**/
+
+#endif