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bug fix to properly initialize textures dynamically loaded when loading a faction.
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59
source/shared_lib/include/graphics/texture_manager.h
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59
source/shared_lib/include/graphics/texture_manager.h
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_GRAPHICS_TEXTUREMANAGER_H_
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#define _SHARED_GRAPHICS_TEXTUREMANAGER_H_
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#include <vector>
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#include "texture.h"
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using std::vector;
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namespace Shared{ namespace Graphics{
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// =====================================================
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// class TextureManager
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// =====================================================
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//manages textures, creation on request and deletion on destruction
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class TextureManager{
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protected:
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typedef vector<Texture*> TextureContainer;
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protected:
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TextureContainer textures;
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Texture::Filter textureFilter;
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int maxAnisotropy;
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public:
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TextureManager();
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~TextureManager();
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void init();
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void end();
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void setFilter(Texture::Filter textureFilter);
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void setMaxAnisotropy(int maxAnisotropy);
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void initTexture(Texture *texture);
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void endTexture(Texture **texture);
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Texture *getTexture(const string &path);
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Texture1D *newTexture1D();
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Texture2D *newTexture2D();
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Texture3D *newTexture3D();
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TextureCube *newTextureCube();
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};
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}}//end namespace
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#endif
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