-Improved JGE texture loading, improved Wagic cache
- Jge small changes in mp3 methods
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-04-09 13:31:07 +00:00
parent 4a8aaf5187
commit 387c75e16d
14 changed files with 177 additions and 92 deletions
+6 -6
View File
@@ -599,7 +599,7 @@ static void jpeg_mem_src(j_decompress_ptr cinfo, byte *mem, int len)
LoadJPG
==============
*/
void JRenderer::LoadJPG(TextureInfo &textureInfo, const char *filename, int mode)
void JRenderer::LoadJPG(TextureInfo &textureInfo, const char *filename, int mode, int TextureFormat)
{
@@ -746,7 +746,7 @@ static void PNGCustomReadDataFn(png_structp png_ptr, png_bytep data, png_size_t
}
JTexture* JRenderer::LoadTexture(const char* filename, int mode)
JTexture* JRenderer::LoadTexture(const char* filename, int mode, int TextureFormat)
{
TextureInfo textureInfo;
@@ -835,7 +835,7 @@ JTexture* JRenderer::LoadTexture(const char* filename, int mode)
return tex;
}
void JRenderer::LoadPNG(TextureInfo &textureInfo, const char *filename, int mode)
void JRenderer::LoadPNG(TextureInfo &textureInfo, const char *filename, int mode, int TextureFormat)
{
//TextureInfo* textureInfo = new TextureInfo;
@@ -1030,7 +1030,7 @@ void JRenderer::LoadPNG(TextureInfo &textureInfo, const char *filename, int mode
//////////////////////////////////////////////////////////////////////////
/// GIF Support
int JRenderer::image_readgif(void * handle, TextureInfo &textureInfo, DWORD * bgcolor, InputFunc readFunc,int mode)
int JRenderer::image_readgif(void * handle, TextureInfo &textureInfo, DWORD * bgcolor, InputFunc readFunc,int mode, int TextureFormat)
{
// pixel ** image_data=NULL;
@@ -1172,7 +1172,7 @@ int image_gif_read(GifFileType * ft, GifByteType * buf, int size)
}
void JRenderer::LoadGIF(TextureInfo &textureInfo, const char *filename, int mode)
void JRenderer::LoadGIF(TextureInfo &textureInfo, const char *filename, int mode, int TextureFormat)
{
///*
//FILE * fp = fopen(filename, "rb");
@@ -1294,7 +1294,7 @@ void JRenderer::Enable2D()
glMatrixMode (GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity (); // Reset The Projection Matrix
gluOrtho2D(0.0f, SCREEN_WIDTH_F, 0.0f, SCREEN_HEIGHT_F-1.0f);
gluOrtho2D(0.0f, SCREEN_WIDTH_F, 0.0f, SCREEN_HEIGHT_F);
glMatrixMode (GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity (); // Reset The Modelview Matrix