- added initial validation code to warn about duplicate data used in factions

This commit is contained in:
Mark Vejvoda
2011-05-05 19:21:50 +00:00
parent c3d1d6fca0
commit 6492832c35
30 changed files with 255 additions and 150 deletions

View File

@@ -133,14 +133,15 @@ public:
Texture2D *loadMeshTexture(int meshIndex, int textureIndex, TextureManager *textureManager, string textureFile,
int textureChannelCount, bool &textureOwned,
bool deletePixMapAfterLoad, std::map<string,int> *loadedFileList=NULL);
bool deletePixMapAfterLoad, std::map<string,vector<string> > *loadedFileList=NULL,
string sourceLoader="");
//load
void loadV2(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,
bool deletePixMapAfterLoad,std::map<string,int> *loadedFileList=NULL);
bool deletePixMapAfterLoad,std::map<string,vector<string> > *loadedFileList=NULL,string sourceLoader="");
void loadV3(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,
bool deletePixMapAfterLoad,std::map<string,int> *loadedFileList=NULL);
void load(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad,std::map<string,int> *loadedFileList=NULL);
bool deletePixMapAfterLoad,std::map<string,vector<string> > *loadedFileList=NULL,string sourceLoader="");
void load(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad,std::map<string,vector<string> > *loadedFileList=NULL,string sourceLoader="");
void save(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,
string convertTextureToFormat, std::map<string,int> &textureDeleteList,
bool keepsmallest);
@@ -173,6 +174,7 @@ private:
bool lastCycleVertex;
string fileName;
string sourceLoader;
public:
//constructor & destructor
@@ -196,9 +198,9 @@ public:
uint32 getVertexCount() const;
//io
void load(const string &path,bool deletePixMapAfterLoad=false,std::map<string,int> *loadedFileList=NULL);
void load(const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<string> > *loadedFileList=NULL, string *sourceLoader=NULL);
void save(const string &path, string convertTextureToFormat,bool keepsmallest);
void loadG3d(const string &path,bool deletePixMapAfterLoad=false,std::map<string,int> *loadedFileList=NULL);
void loadG3d(const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<string> > *loadedFileList=NULL, string sourceLoader="");
void saveG3d(const string &path, string convertTextureToFormat,bool keepsmallest);
void setTextureManager(TextureManager *textureManager) {this->textureManager= textureManager;}