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Mirror the kMeshTable pattern from cli_gen_mesh.cpp: replace the 48-row handcoded if/strcmp chain in handleGenTexture with a static TextureEntry table that the dispatcher walks linearly. minNextArgs preserves the per-flag arg-count guards (noise needs 1, gradient needs 3, stained-glass needs 5) so missing-arg behavior is byte-identical to the old chain. Each new texture primitive now lands as a one-line table append instead of another paste-fest at the bottom of the dispatcher. Saves ~80 lines. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||