extern short vRefNum;
extern long dirID;
extern bool visibleloading;
-extern Game * pgame;
extern bool LoadImage(const char * fname, TGAImageRec & tex);
/********************> LoadTGA() <*****/
bool upload_image(const unsigned char* filePath, bool hasalpha)
{
if(visibleloading)
- pgame->LoadingScreen();
+ Game::LoadingScreen();
#if !PLATFORM_MACOSX
// for Windows, just use TGA loader for now
- char fileName[ 256];
+ char fileName[256];
CopyPascalStringToC( filePath, fileName);
/*
// change extension to .TGA
Rect natbounds;
cr = GraphicsImportGetNaturalBounds(gi, &natbounds);
- size_t buffersize = 4 * natbounds.bottom * natbounds.right;
+ //~ size_t buffersize = 4 * natbounds.bottom * natbounds.right;
//void* buf = malloc(buffersize);
texture.sizeX=natbounds.right;
texture.sizeY=natbounds.bottom;
GLuint bytesPerPixel; // Temporary Variable
bytesPerPixel=texture.bpp/8;
imageSize = texture.sizeX * texture.sizeY * bytesPerPixel;
- int alltrans=10;
+ //~ int alltrans=10;
for( GLuint i = 0; i < int( imageSize ); i += 4 )
{
texture.data[i + 3] = temp;
}
- int tempplace;
- tempplace=0;
+ //~ int tempplace;
+ //~ tempplace=0;
if(!hasalpha){
for( GLuint i = 0; i < int( imageSize ); i += 4 )
{