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- added new commandline option to convert folders of g3d models to use specified texture format
- added new utility methods and changed code to use them (like adding trailing slash on paths)
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@@ -131,20 +131,21 @@ public:
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void updateInterpolationData(float t, bool cycle);
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void updateInterpolationVertices(float t, bool cycle);
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Texture2D *loadMeshTexture(TextureManager *textureManager, string textureFile,
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Texture2D *loadMeshTexture(int meshIndex, int textureIndex, TextureManager *textureManager, string textureFile,
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int textureChannelCount, bool &textureOwned,
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bool deletePixMapAfterLoad);
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//load
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void loadV2(const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad);
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void loadV3(const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad);
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void load(const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad);
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void save(const string &dir, FILE *f, TextureManager *textureManager,
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void loadV2(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad);
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void loadV3(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad);
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void load(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad);
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void save(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,
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string convertTextureToFormat, std::map<string,int> &textureDeleteList);
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void deletePixels();
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private:
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string findAlternateTexture(vector<string> conversionList, string textureFile);
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void computeTangents();
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};
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