X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=1b8699ee479b18d31e0ce2b9488013d23a2151d1;hb=54cbb28b51da68b2280068a41e7964f78dec6858;hp=79d8bd150578f9ff49b39d31471464c6d35f86b9;hpb=483f57f7df7e65f1aacbee8dbcef320ede069a95;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index 79d8bd1..1b8699e 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -99,8 +99,6 @@ void LOG(const std::string &fmt, ...) } -Game::TextureList Game::textures; - void Game::Dispose() { int i,j; @@ -114,13 +112,7 @@ void Game::Dispose() Account::saveFile(":Data:Users", accountactive); - TexIter it = textures.begin(); - for (; it != textures.end(); ++it) - { - if (glIsTexture(it->second)) - glDeleteTextures(1, &it->second); - } - textures.clear(); + //textures.clear(); LOG("Shutting down sound system..."); @@ -145,7 +137,17 @@ void Game::Dispose() } -void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha) +void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha){ + textures.push_back(TextureInfo(fileName,textureid,mipmap,hasalpha)); + textures.back().load(); +} + +void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize){ + textures.push_back(TextureInfo(fileName,textureid,mipmap,array,skinsize)); + textures.back().load(); +} + +void Game::LoadTextureData(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha) { GLuint type; @@ -191,7 +193,7 @@ void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool } } -void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize) +void Game::LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload) { GLuint type; int i; @@ -236,12 +238,12 @@ void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GL if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); int tempnum=0; - for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){ - if((i+1)%4||type==GL_RGB){ - array[tempnum]=texture.data[i]; - tempnum++; - } - } + if(!reload) + for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++) + if((i+1)%4||type==GL_RGB){ + array[tempnum]=texture.data[i]; + tempnum++; + } *skinsize=texture.sizeX; @@ -294,7 +296,7 @@ void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte } } -bool Game::AddClothes(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize) +bool Game::AddClothes(const char *fileName, GLubyte *array) { int i; int bytesPerPixel; @@ -837,7 +839,7 @@ void Game::InitGame() loadAllSounds(); if(musictoggle) - emit_stream_np(stream_music3); + emit_stream_np(stream_menutheme); LoadTexture(":Data:Textures:Cursor.png",&cursortexture,0,1); @@ -856,9 +858,6 @@ void Game::InitGame() //LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1); texdetail=temptexdetail; - loaddistrib=0; - anim=0; - FadeLoadingScreen(95); @@ -875,6 +874,22 @@ void Game::InitGame() } +void Game::LoadScreenTexture(){ + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + + if(!screentexture) + glGenTextures( 1, &screentexture ); + glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + + + glEnable(GL_TEXTURE_2D); + glBindTexture( GL_TEXTURE_2D, screentexture); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); +} + void Game::LoadStuff() { static float temptexdetail; @@ -1190,18 +1205,7 @@ void Game::LoadStuff() //if(ismotionblur){ if(!screentexture){ - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); - - glGenTextures( 1, &screentexture ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - - - glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); + LoadScreenTexture(); } if(targetlevel!=7){