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- added code to merge duplicate sounds used in a techtree
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@@ -133,15 +133,15 @@ public:
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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, std::map<string,vector<string> > *loadedFileList=NULL,
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bool deletePixMapAfterLoad, std::map<string,vector<pair<string, string> > > *loadedFileList=NULL,
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string sourceLoader="");
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//load
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void loadV2(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,
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bool deletePixMapAfterLoad,std::map<string,vector<string> > *loadedFileList=NULL,string sourceLoader="");
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bool deletePixMapAfterLoad,std::map<string,vector<pair<string, string> > > *loadedFileList=NULL,string sourceLoader="");
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void loadV3(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,
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bool deletePixMapAfterLoad,std::map<string,vector<string> > *loadedFileList=NULL,string sourceLoader="");
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void load(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad,std::map<string,vector<string> > *loadedFileList=NULL,string sourceLoader="");
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bool deletePixMapAfterLoad,std::map<string,vector<pair<string, string> > > *loadedFileList=NULL,string sourceLoader="");
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void load(int meshIndex, const string &dir, FILE *f, TextureManager *textureManager,bool deletePixMapAfterLoad,std::map<string,vector<pair<string, string> > > *loadedFileList=NULL,string sourceLoader="");
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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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bool keepsmallest);
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@@ -198,9 +198,9 @@ public:
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uint32 getVertexCount() const;
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//io
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void load(const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<string> > *loadedFileList=NULL, string *sourceLoader=NULL);
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void load(const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<pair<string, string> > > *loadedFileList=NULL, string *sourceLoader=NULL);
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void save(const string &path, string convertTextureToFormat,bool keepsmallest);
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void loadG3d(const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<string> > *loadedFileList=NULL, string sourceLoader="");
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void loadG3d(const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<pair<string, string> > > *loadedFileList=NULL, string sourceLoader="");
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void saveG3d(const string &path, string convertTextureToFormat,bool keepsmallest);
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void setTextureManager(TextureManager *textureManager) {this->textureManager= textureManager;}
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