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.
41 lines
663 B
C++
41 lines
663 B
C++
#pragma once
|
|
|
|
#include "Proxies.hpp"
|
|
#include "Process.hpp"
|
|
|
|
namespace Proxies {
|
|
|
|
class BuildMegatexturesProcess:
|
|
public Process
|
|
{
|
|
public:
|
|
BuildMegatexturesProcess(Stuff::NotationFile *mega_file);
|
|
BuildMegatexturesProcess(
|
|
Stuff::NotationFile *config_file,
|
|
Stuff::NotationFile *mega_file
|
|
);
|
|
|
|
enum {
|
|
StatusCheck,
|
|
BadPageSize,
|
|
BadTextureLine,
|
|
SizesDontMatch,
|
|
BadTexture,
|
|
TextureDoesntFit,
|
|
TextureOverlap,
|
|
EmptyMegatexture
|
|
};
|
|
|
|
virtual void
|
|
ProcessCallback(
|
|
int error,
|
|
const char* megatexture,
|
|
const char* texture
|
|
);
|
|
|
|
Stuff::NotationFile
|
|
*megaFile;
|
|
};
|
|
|
|
}
|