本文整理汇总了C++中ModelManager::LoadTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ ModelManager::LoadTexture方法的具体用法?C++ ModelManager::LoadTexture怎么用?C++ ModelManager::LoadTexture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ModelManager
的用法示例。
在下文中一共展示了ModelManager::LoadTexture方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PrepareStaticModels
void ModelDisplayState::PrepareStaticModels(ModelManager& modelManager, const ModelBlueprint& blueprint)
{
const std::vector<CompositeModel3d::StaticModelData>& vecStaticModels =
m_spModel->StaticList();
// blueprint must contain same number of statics as composite models
ATLASSERT(blueprint.m_vecStaticBlueprints.size() == vecStaticModels.size());
m_vecStaticModelTextures.resize(vecStaticModels.size());
for (size_t i=0, iMax=vecStaticModels.size(); i<iMax; i++)
{
// static model must contain only one material; get texture name of it
CString cszTexture = vecStaticModels[i].m_spStatic->SingleMaterialTextureName();
cszTexture.Replace(_T(".\\"), _T(""));
// add texture name prefix, if any
const ModelBlueprint::StaticModelBlueprint& staticBlueprint =
blueprint.m_vecStaticBlueprints[i];
if (!staticBlueprint.m_cszStaticTexturePrefix.IsEmpty())
cszTexture = staticBlueprint.m_cszStaticTexturePrefix + cszTexture;
m_vecStaticModelTextures[i] = modelManager.LoadTexture(cszTexture);
}
}
示例2: PrepareAnimatedModelTextures
void ModelDisplayState::PrepareAnimatedModelTextures(ModelManager& modelManager, const ModelBlueprint& blueprint)
{
AnimatedModel3d& model = *m_spModel->GetAnimated();
Data& data = model.GetData();
// prepare textures for each material
m_vecMaterialTextureData.resize(data.m_vecMaterials.size());
ATLASSERT(blueprint.m_vecAnimatedMaterialTextures.size() == data.m_vecMaterials.size());
for (size_t i=0, iMax=m_vecMaterialTextureData.size(); i<iMax; i++)
{
const Material& material = data.m_vecMaterials[i];
CString cszTexture = material.cszTexture;
cszTexture.Replace(_T(".\\"), _T(""));
// use blueprint texture name, if set
if (!blueprint.m_vecAnimatedMaterialTextures[i].IsEmpty())
cszTexture = blueprint.m_vecAnimatedMaterialTextures[i];
m_vecMaterialTextureData[i].m_spTexture = modelManager.LoadTexture(cszTexture);
}
}