本文整理汇总了C++中TextureList::at方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureList::at方法的具体用法?C++ TextureList::at怎么用?C++ TextureList::at使用的例子?那么恭喜您, 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TextureList
的用法示例。
在下文中一共展示了TextureList::at方法的1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:
GameResources::GameResources(AppService& appService)
{
Sound& sound = appService.getSound();
Console& console = appService.getConsole();
TextureManager& textureManager = appService.getTextureManager();
console.printLine("\n===Initializing game resources===");
console.printLine("\n...Weapon initialization");
Weapon::initialize(sound, textureManager);
console.printLine("...Building water-list");
Water::initialize(sound, appService.getTextureManager());
console.printLine("...Loading game sounds");
roundStartSound = sound.loadSample("sound/game/round-start.wav");
gameOverSound = sound.loadSample("sound/game/game-over.wav");
console.printLine(Format("...Loading block meta data: {0}") << D6_FILE_BLOCK_META);
blockMeta = Block::loadMeta(D6_FILE_BLOCK_META);
console.printLine(Format("...Loading block textures: {0}") << D6_TEXTURE_BLOCK_PATH);
blockTextures = textureManager.load(D6_TEXTURE_BLOCK_PATH, TextureFilter::LINEAR, true);
console.printLine(Format("...Loading background textures: {0}") << D6_TEXTURE_BCG_PATH);
bcgTextures = textureManager.load(D6_TEXTURE_BCG_PATH, TextureFilter::LINEAR, true);
console.printLine(Format("...Loading explosion textures: {0}") << D6_TEXTURE_EXPL_PATH);
explosionTextures = textureManager.load(D6_TEXTURE_EXPL_PATH, TextureFilter::NEAREST, true);
console.printLine(Format("...Loading bonus textures: {0}") << D6_TEXTURE_EXPL_PATH);
bonusTextures = textureManager.load(D6_TEXTURE_BONUS_PATH, TextureFilter::LINEAR, true);
console.printLine(Format("...Loading elevator textures: {0}") << D6_TEXTURE_ELEVATOR_PATH);
elevatorTextures = textureManager.load(D6_TEXTURE_ELEVATOR_PATH, TextureFilter::LINEAR, true);
console.printLine(Format("...Loading fire textures: {0}") << D6_TEXTURE_FIRE_PATH);
for (const FireType& fireType : FireType::values())
{
TextureList texture = textureManager.load(Format("{0}{1,3|0}/") << D6_TEXTURE_FIRE_PATH << fireType.getId(), TextureFilter::LINEAR, true);
fireTextures[fireType.getId()] = texture;
glBindTexture(GL_TEXTURE_2D, texture.at(2).getId());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
console.printLine("\n...Bonus initialization");
BonusType::initialize(bonusTextures);
}