My Project
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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) |
MyD3DTexture * | CreateTexture (const char *buffer, DWORD nBufferSize) |
create BLP based texture from mdx file | |
MyD3DTexture * | CreateTexture (const char *filename) |
create para x file based static texture | |
void | InitDeviceObjects () |
void | DeleteDeviceObjects () |
Public Attributes | |
vector< MyD3DTexture * > | m_pTextures |
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.
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