My Project
Texture.h
1 #pragma once
2 #include "utils.h"
3 
4 #include <vector>
5 using namespace std;
6 
7 namespace ParaEngine
8 {
9 struct TextureEntity;
11 {
12  struct TextureBitmap{
13  long replaceableID;
14  char texturePath[0x100]; //(0x100 bytes)
15  long unk0; //(0)
16  long unk1; //(0)
17  }bitmap;
18 
19  DWORD width,height,type,subtype;
20 
21  asset_ptr<TextureEntity> pTextureEntity;
22 };
32 class CTexture
33 {
34 public:
35  CTexture(void){};
36  ~CTexture(void);
37  void Cleanup();
38 
39  void Read(TypePointer inP,int inSize);
40  LPDIRECT3DTEXTURE9 GetBindTexture(int index);
41 
43  MyD3DTexture* CreateTexture(const char * buffer, DWORD nBufferSize);
45  MyD3DTexture* CreateTexture(const char* filename);
46 
47 public:
48  void InitDeviceObjects();
49  void DeleteDeviceObjects();
50  vector <MyD3DTexture*> m_pTextures; // dynamic arrays
51 };
52 }
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: utils.h:13
Model textures are managed separately with the paraengine asset manager&#39;s texture pool...
Definition: Texture.h:32
Definition: Texture.h:10