本文整理汇总了C++中IReader::skip_stringZ方法的典型用法代码示例。如果您正苦于以下问题:C++ IReader::skip_stringZ方法的具体用法?C++ IReader::skip_stringZ怎么用?C++ IReader::skip_stringZ使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IReader
的用法示例。
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示例1: level_Load
void CRender::level_Load(IReader* fs)
{
R_ASSERT (0!=g_pGameLevel);
R_ASSERT (!b_loaded);
// Begin
pApp->LoadBegin ();
dxRenderDeviceRender::Instance().Resources->DeferredLoad (TRUE);
IReader* chunk;
// Shaders
// g_pGamePersistent->LoadTitle ("st_loading_shaders");
g_pGamePersistent->LoadTitle ();
{
chunk = fs->open_chunk (fsL_SHADERS);
R_ASSERT2 (chunk,"Level doesn't builded correctly.");
u32 count = chunk->r_u32 ();
Shaders.resize (count);
for(u32 i=0; i<count; i++) // skip first shader as "reserved" one
{
string512 n_sh,n_tlist;
LPCSTR n = LPCSTR(chunk->pointer());
chunk->skip_stringZ ();
if (0==n[0]) continue;
xr_strcpy (n_sh,n);
LPSTR delim = strchr(n_sh,'/');
*delim = 0;
xr_strcpy (n_tlist,delim+1);
Shaders[i] = dxRenderDeviceRender::Instance().Resources->Create(n_sh,n_tlist);
}
chunk->close();
}
// Components
Wallmarks = xr_new<CWallmarksEngine> ();
Details = xr_new<CDetailManager> ();
if (!g_dedicated_server) {
// VB,IB,SWI
// g_pGamePersistent->LoadTitle("st_loading_geometry");
g_pGamePersistent->LoadTitle();
{
CStreamReader *geom = FS.rs_open("$level$","level.geom");
R_ASSERT2 (geom, "level.geom");
LoadBuffers (geom,FALSE);
LoadSWIs (geom);
FS.r_close (geom);
}
//...and alternate/fast geometry
{
CStreamReader *geom = FS.rs_open("$level$","level.geomx");
R_ASSERT2 (geom, "level.geomX");
LoadBuffers (geom,TRUE);
FS.r_close (geom);
}
// Visuals
// g_pGamePersistent->LoadTitle("st_loading_spatial_db");
g_pGamePersistent->LoadTitle();
chunk = fs->open_chunk(fsL_VISUALS);
LoadVisuals (chunk);
chunk->close ();
// Details
// g_pGamePersistent->LoadTitle("st_loading_details");
g_pGamePersistent->LoadTitle();
Details->Load ();
}
// Sectors
// g_pGamePersistent->LoadTitle("st_loading_sectors_portals");
g_pGamePersistent->LoadTitle();
LoadSectors (fs);
// 3D Fluid
Load3DFluid ();
// HOM
HOM.Load ();
// Lights
// pApp->LoadTitle ("Loading lights...");
LoadLights (fs);
// End
pApp->LoadEnd ();
// sanity-clear
lstLODs.clear ();
lstLODgroups.clear ();
mapLOD.clear ();
// signal loaded
b_loaded = TRUE ;
}