Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
24 lines
488 B
C++
24 lines
488 B
C++
#pragma once
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#include <MLR\MLR.hpp>
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#include <MLR\GOSImagePool.hpp>
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namespace Adept {
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class ResourceImagePool:
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public MidLevelRenderer::GOSImagePool
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Image handling
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//
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public:
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bool LoadImageGOS(MidLevelRenderer::GOSImage *image, int=0);
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static DWORD FindTexture(const char* tex_name, int hint);
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static void BuildTexturePool(Stuff::NotationFile *hint_file);
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};
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}
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