当前位置: 首页>>代码示例>>C++>>正文


C++ TextureManager::load方法代码示例

本文整理汇总了C++中TextureManager::load方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureManager::load方法的具体用法?C++ TextureManager::load怎么用?C++ TextureManager::load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TextureManager的用法示例。


在下文中一共展示了TextureManager::load方法的5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: WPN_Init

	void WPN_Init(TextureManager& textureManager, Sound& sound, Console& console)
	{
		std::set<Int32> nearestFilterBoom = { 5, 6, 9, 13, 14, 15, 16 };

		console.printLine("\n===Weapon initialization===");
		for (Weapon& weap : d6WpnDef)
		{
			const std::string wpnPath = Format("{0}{1,3|0}") << D6_TEXTURE_WPN_PATH << weap.index;
			weap.textures.boom = textureManager.load(Format("{0}/boom/") << wpnPath, nearestFilterBoom.find(weap.index) != nearestFilterBoom.end() ? GL_NEAREST : GL_LINEAR, true);
			weap.textures.gun = textureManager.load(Format("{0}/gun/") << wpnPath, GL_NEAREST, true);
			weap.textures.shot = textureManager.load(Format("{0}/shot/") << wpnPath, GL_NEAREST, true);

			if (weap.shotSound)
			{
				weap.shotSample = sound.loadSample(std::string(D6_FILE_WEAPON_SOUNDS) + weap.shotSound);
			}
			if (weap.boomSound)
			{
				weap.boomSample = sound.loadSample(std::string(D6_FILE_WEAPON_SOUNDS) + weap.boomSound);
			}
		}

		Color brownColor(83, 44, 0);
		PlayerSkinColors skinColors(brownColor);
		brownSkin = std::make_unique<PlayerSkin>("textures/man/", skinColors, textureManager);
	}
开发者ID:marcellus-trixus,项目名称:duel6r,代码行数:26,代码来源:Weapon.cpp

示例2: position

		ParticleSystem::ParticleSystem(TextureManager &texture_manager, ConfigFile &config_file)
			: position(0, 0, 0), unitx(1,0,0), unity(0,1,0), unitz(0,0,1), enabled(true), active(true), alive(true)
		{
			string texture;

			config_file.selectSection("ParticleSystem");
			config_file.get("dimensions", dimensions);
			config_file.get("maxparticles", maxparticles);
			config_file.get("minspawntime", minspawntime);
			config_file.get("maxspawntime", maxspawntime);
			config_file.get("maxspawncount", maxspawncount);

			config_file.selectSection("SpawnVelocity");
			config_file.get("min", minvel);
			config_file.get("max", maxvel);
			config_file.get("acceleration", acceleration);

			config_file.selectSection("Particle");
			config_file.get("texture", texture);
			config_file.get("startsize", startsize);
			config_file.get("endsize", endsize);
			config_file.get("minlifetime", minlifetime);
			config_file.get("maxlifetime", maxlifetime);
			config_file.get("startangle", startangle);
			config_file.get("endangle", endangle);
			config_file.get("startcolor", startcolor);
			config_file.get("endcolor", endcolor);

			this->texture = texture_manager.load(texture);
			spawntime = 0.0;
		}
开发者ID:HackUniverse,项目名称:ptam-gr,代码行数:31,代码来源:ParticleSystem.cpp

示例3: getTexture

const Texture& getTexture(const std::string& path)
{
	if (!textureManager.isLoaded(path))
	{
		textureManager.load(path);
	}
	return textureManager.get(path);
}
开发者ID:chenandy-ca,项目名称:COMP371_Project,代码行数:8,代码来源:TextureManager.cpp

示例4: TextureManager

MapDraw::MapDraw()
{
  showPheramone = 0;
  smoothScrollX = smoothScrollY = 0;
  boxSide = 0.1;
  picked = '\0';
  pickMode = false;
  //tm = '\0';
  TextureManager *tm = new TextureManager();
  tm->load( 0, (u8*)dirt_one_img_bin );
//  tm->bind( );
}
开发者ID:winder,项目名称:DSAnts,代码行数:12,代码来源:MapDraw.cpp

示例5:

	PlayerSkin::PlayerSkin(const std::string& texturePath, const PlayerSkinColors& colors, TextureManager& textureManager)
	{
		TextureManager::SubstitutionTable substTable;
		substTable[Color(255, 255, 0)] = colors.get(PlayerSkinColors::HairTop);
		substTable[Color(222,218,0)] = colors.get(PlayerSkinColors::HairBottom);
		substTable[Color(0, 0, 172)] = colors.get(PlayerSkinColors::BodyOuter);
		substTable[Color(0, 0, 255)] = colors.get(PlayerSkinColors::BodyInner);
		substTable[Color(0, 182, 0)] = colors.get(PlayerSkinColors::HandOuter);
		substTable[Color(0, 255, 0)] = colors.get(PlayerSkinColors::HandInner);
		substTable[Color(139, 0, 0)] = colors.get(PlayerSkinColors::Trousers);
		substTable[Color(180, 182, 0)] = colors.get(PlayerSkinColors::Shoes);
		substTable[Color(255, 145, 172)] = colors.get(PlayerSkinColors::Face);

		textures = textureManager.load(texturePath, TextureFilter::NEAREST, true, substTable);
	}
开发者ID:martin-macak,项目名称:duel6r,代码行数:15,代码来源:PlayerSkin.cpp


注:本文中的TextureManager::load方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。