mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-05-18 17:33:51 +00:00
Renamed functions with skin offset or model offset in there name to have skin adjustment instead. Added two functions in Player.cpp and Player.h to handle model types for player. Altered getModel() function in EntityRenderer.h and moved fuctionallity to EntityRenderer.cpp. Optimized write() function in TextureAndGeometryPacket.cpp with __fastcall (prevents crashes in multiplayer when instances are running on the same PC).
550 lines
No EOL
15 KiB
C++
550 lines
No EOL
15 KiB
C++
#include "stdafx.h"
|
|
#include "../../Minecraft.h"
|
|
#include "../../ScreenSizeCalculator.h"
|
|
#include "../../EntityRenderDispatcher.h"
|
|
#include "../../PlayerRenderer.h"
|
|
#include "../../HumanoidModel.h"
|
|
#include "../../Lighting.h"
|
|
#include "../../../Minecraft.World/Class.h"
|
|
#include "../../../Minecraft.World/net.minecraft.world.entity.player.h"
|
|
#include "XUI_Ctrl_MinecraftSkinPreview.h"
|
|
#include "XUI_Scene_AbstractContainer.h"
|
|
#include "XUI_Scene_Inventory.h"
|
|
#include "../../Options.h"
|
|
#include "../../stubs.h"
|
|
#include "../../ModelPart.h"
|
|
|
|
//#define SKIN_PREVIEW_BOB_ANIM
|
|
#define SKIN_PREVIEW_WALKING_ANIM
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CXuiCtrlMinecraftSkinPreview class
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
CXuiCtrlMinecraftSkinPreview::CXuiCtrlMinecraftSkinPreview() :
|
|
m_bDirty(FALSE),
|
|
m_fScale(1.0f),
|
|
m_fAlpha(1.0f)
|
|
{
|
|
Minecraft *pMinecraft=Minecraft::GetInstance();
|
|
|
|
ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
|
|
m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
|
|
m_fRawWidth=static_cast<float>(ssc.rawWidth);
|
|
m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
|
|
m_fRawHeight=static_cast<float>(ssc.rawHeight);
|
|
|
|
m_customTextureUrl = L"default";
|
|
m_backupTexture = TN_MOB_CHAR;
|
|
m_capeTextureUrl = L"";
|
|
|
|
m_yRot = 0;
|
|
m_xRot = 0;
|
|
|
|
m_swingTime = 0.0f;
|
|
m_bobTick = 0.0f;
|
|
m_walkAnimSpeedO = 0.0f;
|
|
m_walkAnimSpeed = 0.0f;
|
|
m_walkAnimPos = 0.0f;
|
|
|
|
m_bAutoRotate = false;
|
|
m_bRotatingLeft = false;
|
|
|
|
m_incXRot = false;
|
|
m_decXRot = false;
|
|
m_incYRot = false;
|
|
m_decYRot = false;
|
|
|
|
m_currentAnimation = e_SkinPreviewAnimation_Walking;
|
|
|
|
m_fTargetRotation = 0.0f;
|
|
m_fOriginalRotation = 0.0f;
|
|
m_framesAnimatingRotation = 0;
|
|
m_bAnimatingToFacing = false;
|
|
m_pvAdditionalModelParts=nullptr;
|
|
m_pvSkinAdjustments=nullptr;
|
|
m_uiAnimOverrideBitmask=0L;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT CXuiCtrlMinecraftSkinPreview::OnInit(XUIMessageInit* pInitData, BOOL& rfHandled)
|
|
{
|
|
HRESULT hr=S_OK;
|
|
|
|
return hr;
|
|
}
|
|
|
|
void CXuiCtrlMinecraftSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME backupTexture)
|
|
{
|
|
m_customTextureUrl = url;
|
|
m_backupTexture = backupTexture;
|
|
|
|
unsigned int uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask( app.getSkinIdFromPath(m_customTextureUrl) );
|
|
|
|
if(app.GetGameSettings(eGameSetting_CustomSkinAnim)==0 )
|
|
{
|
|
// We have a force animation for some skins (claptrap)
|
|
// 4J-PB - treat all the eAnim_Disable flags as a force anim
|
|
|
|
if((uiAnimOverrideBitmask & HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting)!=0)
|
|
{
|
|
m_uiAnimOverrideBitmask=uiAnimOverrideBitmask;
|
|
}
|
|
else
|
|
{
|
|
m_uiAnimOverrideBitmask=0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_uiAnimOverrideBitmask = uiAnimOverrideBitmask;
|
|
}
|
|
|
|
app.DebugPrintf("+++ SetTexture - %d, %8x\n",app.getSkinIdFromPath(m_customTextureUrl)&0xFFFFFFF,m_uiAnimOverrideBitmask);
|
|
m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
|
|
m_pvSkinAdjustments=app.GetSkinAdjustments(app.getSkinIdFromPath(m_customTextureUrl));
|
|
}
|
|
|
|
void CXuiCtrlMinecraftSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
|
|
{
|
|
switch(facing)
|
|
{
|
|
case e_SkinPreviewFacing_Forward:
|
|
m_fTargetRotation = 0;
|
|
m_bRotatingLeft = true;
|
|
break;
|
|
case e_SkinPreviewFacing_Left:
|
|
m_fTargetRotation = LOOK_LEFT_EXTENT;
|
|
m_bRotatingLeft = false;
|
|
break;
|
|
case e_SkinPreviewFacing_Right:
|
|
m_fTargetRotation = LOOK_RIGHT_EXTENT;
|
|
m_bRotatingLeft = true;
|
|
break;
|
|
}
|
|
|
|
if(!bAnimate)
|
|
{
|
|
m_yRot = m_fTargetRotation;
|
|
m_bAnimatingToFacing = false;
|
|
}
|
|
else
|
|
{
|
|
m_fOriginalRotation = m_yRot;
|
|
m_bAnimatingToFacing = true;
|
|
m_framesAnimatingRotation = 0;
|
|
}
|
|
}
|
|
|
|
void CXuiCtrlMinecraftSkinPreview::CycleNextAnimation()
|
|
{
|
|
m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation + 1);
|
|
if(m_currentAnimation >= e_SkinPreviewAnimation_Count) m_currentAnimation = e_SkinPreviewAnimation_Walking;
|
|
|
|
m_swingTime = 0.0f;
|
|
}
|
|
|
|
void CXuiCtrlMinecraftSkinPreview::CyclePreviousAnimation()
|
|
{
|
|
m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation - 1);
|
|
if(m_currentAnimation < e_SkinPreviewAnimation_Walking) m_currentAnimation = static_cast<ESkinPreviewAnimations>(e_SkinPreviewAnimation_Count - 1);
|
|
|
|
m_swingTime = 0.0f;
|
|
}
|
|
|
|
HRESULT CXuiCtrlMinecraftSkinPreview::OnRender(XUIMessageRender *pRenderData, BOOL &bHandled )
|
|
{
|
|
if( m_bAnimatingToFacing )
|
|
{
|
|
++m_framesAnimatingRotation;
|
|
m_yRot = m_fOriginalRotation + m_framesAnimatingRotation * ( (m_fTargetRotation - m_fOriginalRotation) / CHANGING_SKIN_FRAMES );
|
|
|
|
//if(m_framesAnimatingRotation == CHANGING_SKIN_FRAMES) m_bAnimatingToFacing = false;
|
|
}
|
|
else
|
|
{
|
|
if( m_incXRot ) IncrementXRotation();
|
|
if( m_decXRot ) DecrementXRotation();
|
|
if( m_incYRot ) IncrementYRotation();
|
|
if( m_decYRot ) DecrementYRotation();
|
|
|
|
if(m_bAutoRotate)
|
|
{
|
|
++m_rotateTick;
|
|
|
|
if(m_rotateTick%4==0)
|
|
{
|
|
if(m_yRot >= LOOK_LEFT_EXTENT)
|
|
{
|
|
m_bRotatingLeft = false;
|
|
}
|
|
else if(m_yRot <= LOOK_RIGHT_EXTENT)
|
|
{
|
|
m_bRotatingLeft = true;
|
|
}
|
|
|
|
if(m_bRotatingLeft)
|
|
{
|
|
IncrementYRotation();
|
|
}
|
|
else
|
|
{
|
|
DecrementYRotation();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
HXUIDC hDC = pRenderData->hDC;
|
|
|
|
// build and render with the game call
|
|
|
|
RenderManager.Set_matrixDirty();
|
|
|
|
Minecraft *pMinecraft=Minecraft::GetInstance();
|
|
|
|
float alpha = 1.0f;
|
|
//GetOpacity( &alpha );
|
|
|
|
glColor4f(1, 1, 1, alpha);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(0, m_fRawWidth, m_fRawHeight, 0, 1000, 3000);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glTranslatef(0, 0, -2000);
|
|
|
|
|
|
D3DXMATRIX matrix;
|
|
GetFullXForm(&matrix);
|
|
float bwidth,bheight;
|
|
GetBounds(&bwidth,&bheight);
|
|
|
|
float xo = ( (matrix._41 + ( (bwidth*matrix._11)/2) ) / m_fScreenWidth ) * m_fRawWidth;
|
|
float yo = ( (matrix._42 + (bheight*matrix._22) ) / m_fScreenHeight ) * m_fRawHeight;
|
|
|
|
glEnable(GL_RESCALE_NORMAL);
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
|
|
glPushMatrix();
|
|
glTranslatef(xo, yo - 3.5f, 50.0f);
|
|
float ss;
|
|
|
|
// Base scale on height of this control
|
|
// Potentially we might want separate x & y scales here
|
|
ss = ( ( (bheight*matrix._22) / m_fScreenHeight ) * m_fRawHeight )/2;
|
|
|
|
glScalef(-ss, ss, ss);
|
|
glRotatef(180, 0, 0, 1);
|
|
|
|
//glRotatef(45 + 90, 0, 1, 0);
|
|
Lighting::turnOn();
|
|
//glRotatef(-45 - 90, 0, 1, 0);
|
|
|
|
glRotatef(-static_cast<float>(m_xRot), 1, 0, 0);
|
|
|
|
// 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen
|
|
bool wasHidingGui = pMinecraft->options->hideGui;
|
|
pMinecraft->options->hideGui = true;
|
|
|
|
//EntityRenderDispatcher::instance->render(pMinecraft->localplayers[0], 0, 0, 0, 0, 1);
|
|
EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
|
|
if (renderer != nullptr)
|
|
{
|
|
// 4J-PB - any additional parts to turn on for this player (skin dependent)
|
|
//vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
|
|
|
|
if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
|
|
{
|
|
for(auto& pModelPart : *m_pvAdditionalModelParts)
|
|
{
|
|
pModelPart->visible=true;
|
|
}
|
|
}
|
|
|
|
render(renderer,0,0,0,0,1);
|
|
//renderer->postRender(entity, x, y, z, rot, a);
|
|
|
|
// hide the additional parts
|
|
if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
|
|
{
|
|
for(auto& pModelPart : *m_pvAdditionalModelParts)
|
|
{
|
|
pModelPart->visible=false;
|
|
}
|
|
}
|
|
}
|
|
|
|
pMinecraft->options->hideGui = wasHidingGui;
|
|
|
|
glPopMatrix();
|
|
Lighting::turnOff();
|
|
glDisable(GL_RESCALE_NORMAL);
|
|
|
|
XuiRenderRestoreState(hDC);
|
|
|
|
bHandled = TRUE;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
// 4J Stu - Modified version of MobRenderer::render that does not require an actual entity
|
|
void CXuiCtrlMinecraftSkinPreview::render(EntityRenderer *renderer, double x, double y, double z, float rot, float a)
|
|
{
|
|
glPushMatrix();
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel(Player::GetModelTypeFromTextureId(t->loadMemTexture(m_customTextureUrl, m_backupTexture))+Player::GetModelTypeFromAnimBitmask(m_uiAnimOverrideBitmask)));
|
|
|
|
//getAttackAnim(mob, a);
|
|
//if (armor != nullptr) armor->attackTime = model->attackTime;
|
|
//model->riding = mob->isRiding();
|
|
//if (armor != nullptr) armor->riding = model->riding;
|
|
|
|
// 4J Stu - Remember to reset these values once the rendering is done if you add another one
|
|
model->attackTime = 0;
|
|
model->sneaking = false;
|
|
model->holdingRightHand = false;
|
|
model->holdingLeftHand = false;
|
|
model->idle = false;
|
|
model->eating = false;
|
|
model->eating_swing = 0;
|
|
model->eating_t = 0;
|
|
model->young = false;
|
|
model->riding = false;
|
|
|
|
model->m_uiAnimOverrideBitmask = m_uiAnimOverrideBitmask;
|
|
|
|
if( !m_bAnimatingToFacing )
|
|
{
|
|
switch( m_currentAnimation )
|
|
{
|
|
case e_SkinPreviewAnimation_Sneaking:
|
|
model->sneaking = true;
|
|
break;
|
|
case e_SkinPreviewAnimation_Attacking:
|
|
model->holdingRightHand = true;
|
|
m_swingTime++;
|
|
if (m_swingTime >= (Player::SWING_DURATION * 3) )
|
|
{
|
|
m_swingTime = 0;
|
|
}
|
|
model->attackTime = m_swingTime / static_cast<float>(Player::SWING_DURATION * 3);
|
|
break;
|
|
default:
|
|
break;
|
|
};
|
|
}
|
|
|
|
|
|
float bodyRot = m_yRot; //(mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
|
|
float headRot = m_yRot; //(mob->yRotO + (mob->yRot - mob->yRotO) * a);
|
|
float headRotx = 0; //(mob->xRotO + (mob->xRot - mob->xRotO) * a);
|
|
|
|
//setupPosition(mob, x, y, z);
|
|
// is equivalent to
|
|
glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
|
|
|
|
//float bob = getBob(mob, a);
|
|
#ifdef SKIN_PREVIEW_BOB_ANIM
|
|
float bob = (m_bobTick + a)/2;
|
|
|
|
++m_bobTick;
|
|
if(m_bobTick>=360*2) m_bobTick = 0;
|
|
#else
|
|
float bob = 0.0f;
|
|
#endif
|
|
|
|
//setupRotations(mob, bob, bodyRot, a);
|
|
// is equivalent to
|
|
glRotatef(180 - bodyRot, 0, 1, 0);
|
|
|
|
float _scale = 1 / 16.0f;
|
|
glEnable(GL_RESCALE_NORMAL);
|
|
glScalef(-1, -1, 1);
|
|
|
|
//scale(mob, a);
|
|
// is equivalent to
|
|
float s = 15 / 16.0f;
|
|
glScalef(s, s, s);
|
|
|
|
glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0);
|
|
|
|
#ifdef SKIN_PREVIEW_WALKING_ANIM
|
|
m_walkAnimSpeedO = m_walkAnimSpeed;
|
|
m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f;
|
|
m_walkAnimPos += m_walkAnimSpeed;
|
|
float ws = m_walkAnimSpeedO + (m_walkAnimSpeed - m_walkAnimSpeedO) * a;
|
|
float wp = m_walkAnimPos - m_walkAnimSpeed * (1 - a);
|
|
#else
|
|
float ws = 0;
|
|
float wp = 0;
|
|
#endif
|
|
|
|
if (ws > 1) ws = 1;
|
|
|
|
MemSect(31);
|
|
bindTexture(m_customTextureUrl, m_backupTexture);
|
|
MemSect(0);
|
|
glEnable(GL_ALPHA_TEST);
|
|
|
|
//model->prepareMobModel(mob, wp, ws, a);
|
|
model->renderUIAdjustments(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvSkinAdjustments);
|
|
/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmor(mob, i, a))
|
|
{
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
}
|
|
}*/
|
|
|
|
//additionalRendering(mob, a);
|
|
if (bindTexture(m_capeTextureUrl, L"" ))
|
|
{
|
|
glPushMatrix();
|
|
glTranslatef(0, 0, 2 / 16.0f);
|
|
|
|
double xd = 0;//(mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
|
|
double yd = 0;//(mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
|
|
double zd = 0;//(mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
|
|
|
|
float yr = 1;//mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
|
|
|
|
double xa = sin(yr * PI / 180);
|
|
double za = -cos(yr * PI / 180);
|
|
|
|
float flap = static_cast<float>(yd) * 10;
|
|
if (flap < -6) flap = -6;
|
|
if (flap > 32) flap = 32;
|
|
float lean = static_cast<float>(xd * xa + zd * za) * 100;
|
|
float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
|
|
if (lean < 0) lean = 0;
|
|
|
|
//float pow = 1;//mob->oBob + (bob - mob->oBob) * a;
|
|
|
|
flap += 1;//sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
|
|
if (model->sneaking)
|
|
{
|
|
flap += 25;
|
|
}
|
|
|
|
glRotatef(6.0f + lean / 2 + flap, 1, 0, 0);
|
|
glRotatef(lean2 / 2, 0, 0, 1);
|
|
glRotatef(-lean2 / 2, 0, 1, 0);
|
|
glRotatef(180, 0, 1, 0);
|
|
model->renderCloak(1 / 16.0f,true);
|
|
glPopMatrix();
|
|
}
|
|
/*
|
|
float br = mob->getBrightness(a);
|
|
int overlayColor = getOverlayColor(mob, br, a);
|
|
|
|
if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime > 0)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthFunc(GL_EQUAL);
|
|
|
|
// 4J - changed these renders to not use the compiled version of their models, because otherwise the render states set
|
|
// about (in particular the depth & alpha test) don't work with our command buffer versions
|
|
if (mob->hurtTime > 0 || mob->deathTime > 0)
|
|
{
|
|
glColor4f(br, 0, 0, 0.4f);
|
|
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(br, 0, 0, 0.4f);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((overlayColor >> 24) & 0xff) > 0)
|
|
{
|
|
float r = ((overlayColor >> 16) & 0xff) / 255.0f;
|
|
float g = ((overlayColor >> 8) & 0xff) / 255.0f;
|
|
float b = ((overlayColor) & 0xff) / 255.0f;
|
|
float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
|
|
glColor4f(r, g, b, aa);
|
|
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(r, g, b, aa);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
*/
|
|
glDisable(GL_RESCALE_NORMAL);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glPopMatrix();
|
|
|
|
MemSect(31);
|
|
//renderName(mob, x, y, z);
|
|
MemSect(0);
|
|
|
|
// Reset the model values to stop the changes we made here affecting anything in game (like the player hand render)
|
|
model->attackTime = 0;
|
|
model->sneaking = false;
|
|
model->holdingRightHand = false;
|
|
model->holdingLeftHand = false;
|
|
}
|
|
|
|
bool CXuiCtrlMinecraftSkinPreview::bindTexture(const wstring& urlTexture, int backupTexture)
|
|
{
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
|
|
// 4J-PB - no http textures on the xbox, mem textures instead
|
|
|
|
//int id = t->loadHttpTexture(urlTexture, backupTexture);
|
|
int id = t->loadMemTexture(urlTexture, backupTexture);
|
|
|
|
if (id >= 0)
|
|
{
|
|
t->bind(id);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool CXuiCtrlMinecraftSkinPreview::bindTexture(const wstring& urlTexture, const wstring& backupTexture)
|
|
{
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
|
|
// 4J-PB - no http textures on the xbox, mem textures instead
|
|
|
|
//int id = t->loadHttpTexture(urlTexture, backupTexture);
|
|
int id = t->loadMemTexture(urlTexture, backupTexture);
|
|
|
|
if (id >= 0)
|
|
{
|
|
t->bind(id);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
} |