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https://github.com/glest/glest-source.git
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- some initial work to allow saving models in the current v4 g3d format (new commandline option to test it also) and also convert textures into png
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@@ -46,6 +46,7 @@ private:
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bool texturesOwned[meshTextureCount];
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string texturePaths[meshTextureCount];
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string name;
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//vertex data counts
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uint32 frameCount;
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uint32 vertexCount;
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@@ -69,6 +70,8 @@ private:
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bool twoSided;
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bool customColor;
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uint32 textureFlags;
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InterpolationData *interpolationData;
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TextureManager *textureManager;
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@@ -128,11 +131,15 @@ 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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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);
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void save(const string &dir, FILE *f, TextureManager *textureManager, string convertTextureToFormat);
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void deletePixels();
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@@ -185,9 +192,9 @@ public:
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//io
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void load(const string &path,bool deletePixMapAfterLoad=false);
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void save(const string &path);
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void save(const string &path, string convertTextureToFormat="");
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void loadG3d(const string &path,bool deletePixMapAfterLoad=false);
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void saveS3d(const string &path);
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void saveG3d(const string &path, string convertTextureToFormat="");
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void setTextureManager(TextureManager *textureManager) {this->textureManager= textureManager;}
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void deletePixels();
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