My Project
Client
trunk
ParaEngineClient
mdxfile
Texture.h
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#pragma once
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#include "utils.h"
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#include <vector>
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using namespace
std
;
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namespace
ParaEngine
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{
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struct
TextureEntity;
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struct
MyD3DTexture
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{
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struct
TextureBitmap
{
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long
replaceableID;
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char
texturePath[0x100];
//(0x100 bytes)
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long
unk0;
//(0)
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long
unk1;
//(0)
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}bitmap;
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DWORD width,height,type,subtype;
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asset_ptr<TextureEntity> pTextureEntity;
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};
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class
CTexture
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{
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public
:
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CTexture
(
void
){};
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~
CTexture
(
void
);
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void
Cleanup();
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void
Read(
TypePointer
inP,
int
inSize);
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LPDIRECT3DTEXTURE9 GetBindTexture(
int
index);
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MyD3DTexture
* CreateTexture(
const
char
* buffer, DWORD nBufferSize);
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MyD3DTexture
* CreateTexture(
const
char
* filename);
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public
:
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void
InitDeviceObjects();
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void
DeleteDeviceObjects();
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vector <MyD3DTexture*> m_pTextures;
// dynamic arrays
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};
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}
ParaEngine
different physics engine has different winding order.
Definition:
EventBinding.h:32
std
ParaEngine::TypePointer
Definition:
utils.h:13
ParaEngine::CTexture
Model textures are managed separately with the paraengine asset manager's texture pool...
Definition:
Texture.h:32
ParaEngine::MyD3DTexture
Definition:
Texture.h:10
ParaEngine::MyD3DTexture::TextureBitmap
Definition:
Texture.h:12
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