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ParaEngine::CTexture Class Reference

Model textures are managed separately with the paraengine asset manager's texture pool.Textures used by model will be created and released at the same time of that of the 3D X file model. More...

#include <Texture.h>

Public Member Functions

void Cleanup ()
 
void Read (TypePointer inP, int inSize)
 one time read, each model can only call this once More...
 
LPDIRECT3DTEXTURE9 GetBindTexture (int index)
 
MyD3DTextureCreateTexture (const char *buffer, DWORD nBufferSize)
 create BLP based texture from mdx file
 
MyD3DTextureCreateTexture (const char *filename)
 create para x file based static texture
 
void InitDeviceObjects ()
 
void DeleteDeviceObjects ()
 

Public Attributes

vector< MyD3DTexture * > m_pTextures
 

Detailed Description

Model textures are managed separately with the paraengine asset manager's texture pool.Textures used by model will be created and released at the same time of that of the 3D X file model.

So if two models uses the same texture it will be loaded twice. The 3D model is managed by the engine's asset manager as one entity, including all its textures, mesh, and animation data.

Currently all DirectX supported texture file format and BLP format which is used by MDX are supported. All textures are in the managed pool.

Member Function Documentation

§ Read()

void CTexture::Read ( TypePointer  inP,
int  inSize 
)

one time read, each model can only call this once

one time call, any previous call to Read(...) will be overridden

read the chunks


The documentation for this class was generated from the following files: